it's a basic counter nothing special
2) train composition filter
decodes train composition without polluting the item signals
3) loading cycle fix
requires constant combinator red = stack size and arithmetic combinator red * -stack size = red
Moderator: Optera
Well, the idea is right. But for me it still doesn't make sense, as it doesn't make sense to have any type of train in one map.Optera wrote: I wanted a truly universal station, able to be provider & requester at the same time, making full use of the train composition signal to showcase what is possible. I hope others will showcase even better station designs utilizing LTN.
Yes. I just looked (viewtopic.php?f=80&t=22760 , viewtopic.php?f=80&t=18153 , viewtopic.php?f=80&t=30845 and much mentions besides the threads). But not so much as I thought.even when I designed something myself I often miss connections in this mess... There should be some form of "logic connection mode" showing at glance all connections and the signals on them, I bet you have a whole collection of requests for something like that.
What I thought about isTo get rid of the glitch I thought about using a latch to switch between loading and unloading mode depending on loading signal signs. If I can make it work I'll update this post to include that design.
Well, my opinion is, that this is barely understandable and I don't like to sit and calculate the binary decodings.This encoding would make those signals unusable for any other purpose and isn't very flexible.
I still think this isn't really needed. Yes, flexibility in the mod to try it out is a good idea, but if this mod might be implemented into vanilla (hmmmm....), this needs to change somehow into something, that is much easier to understand (not for everybody, but for the interested ones, and without calculator).My encoding shows every possible mod added loco or wagon with it's own signal
Well, will try this of course.Optera wrote:Here's an updated version of the universal provider
I think I was very tired yesterday. Thanks for correction.Anson wrote:[1] to [4] are 4 signals (not 3), LCCC should be 1222, and 1221 would be LCCL,ssilk wrote:For example for a LCCC train there are 3 signals:
[1] = 1, [2] = 2, [3] = 2, [4] = 1
And signal [0] contains the train-length (here 4)
So you can explain trains up to length of 36...
and [1] to [9], plus [A] to [Z] are 35, since you use [0] for the length
XKnight's dark magic takes a bit to figure out, it's somewhat explained in later posts.ssilk wrote:Well, my opinion is, that this is barely understandable and I don't like to sit and calculate the binary decodings.
BTW: Why is the input in the example is decoded like that? I searched in this thread, but didn't found the reason.
Sorry, seems like i grabbed the bp while one of my modded locomotives was at the station.ssilk wrote:Hm I couldn't import this.
Blueprint-string cannot import: Added also https://mods.factorio.com/mods/DaveMcW/ ... discussion
Wherever I write "un-loading" or (un-)loading I mean both loading and unloading.NiftyManiac wrote:The documentation says that stop_timeout is the "duration in ticks of inactivity before leaving un-loading stations"; but it seems to me that it affects both loading and unloading. I'd like to be able to have the train wait as long as needed to load up, but depart as soon as unloading finishes...
Trains deliver exactly the requested amount. If they don't your station designs are flawed.Even better, it'd be good to be able to command a train to leave the station, or specify the timeout via circuit. The main usecase is that certain unloading stations might want a very specific number of items, and if the train has extra cargo from a previous run it should be able to continue after inactivity if the unloading station stops unloading. Sorry if this has been suggested before.
Code: Select all
Error while running event on_preplayer_mined_item (ID 11)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
__LogisticTrainNetwork__/control.lua:757: in function 'RemoveStop'
__LogisticTrainNetwork__/control.lua:162: in function <__LogisticTrainNetwork__/control.lua:159>
Satellites stack to 1 so inserters should load them 1 at a time. A simple counter against the loading counts should do. Another method would be to use Inventory Sensor. (link in my signature)NiftyManiac wrote:I get your point - timeouts should be a failsafe and not a part of the design - but unfortunately dealing with multiple items precisely is a pain otherwise. Let's say a station requests 1000 iron and 2 satellite parts with some regularity. Since I can't (yet) access train inventory, unloading a train precisely is much easier than loading it precisely: to achieve the latter I'd need to count the train inventory myself as I load it and reset the counter as the train leaves. Much nicer to have a filtered train with surplus and precise unloading, if it will be servicing the same order a lot.
Tbh my usecase isn't really in the spirit of this mod, since I've got trains with filtered wagons servicing specific stations determined by train-length settings. But that's pretty much due to my orders that require small amounts of many different items.
Basically this mod is great in that I think it's the only way to have blueprinted stations be automatically serviced without using GUIs (I don't think it's possible with Smart Trains... lmk if there's another way) but it'd be nice to have fine-grained circuit control of trains. Makes sense if that's out of this mod's scope though.
Thanks for reporting. Should be fixed in 0.9.1NiftyManiac wrote:Bug report: things go poorly if you put logistic train stops adjacent to one another.
Factorio 0.14.21, Logistic Train Network 0.9.0
To reproduce: Start a new sandbox game. Lay down some rail and put down a logistic train stop. Put another one down as close as possible in front of the first, in the direction of train travel. Mine both train stops. Get error:Somehow when I got this the first time I wasn't even able to load earlier saves, as I got the same error on load. So I had to remove the mod and put down all of my train stations again.Code: Select all
Error while running event on_preplayer_mined_item (ID 11) LuaEntity API call when LuaEntity was invalid. stack traceback: __LogisticTrainNetwork__/control.lua:757: in function 'RemoveStop' __LogisticTrainNetwork__/control.lua:162: in function <__LogisticTrainNetwork__/control.lua:159>
Looks like the combinator and lamp don't get put down properly when placing them adjacent, so it crashes when trying to remove the inexistent entities.
OK, fine . 2 inserters, then. Inventory Sensor looks useful though.Optera wrote:Satellites stack to 1 so inserters should load them 1 at a time. A simple counter against the loading counts should do.
Because I'm totally abusing this mod's capabilities. What I really wanted was to have depots also capable of loading items, but since they can't, instead I have a depot immediately followed by a loading station. That way the train can get loaded while it sits at the depot, and as soon as someone requests its resources, it'll briefly stop at the loading station and continue on its merry way if it has enough items. When it arrives, the unloading station will pull out only what it needs. A short timeout means it'll drive away quickly after unloading stops.Optera wrote: No idea why anyone would place stops like this though.
Unfortunately Smart Trains doesn't let me blueprint a new station and have it connect automatically to the network unless I open a GUI. So it doesn't work for my use case.ssilk wrote:You might think about using the smart train mod, which is in my opinion much better useable to achieve what you want.
With that amount of information I can only give you the generic hints.ArienYolocron wrote:Hi i seem to be having an issue with my logistics stations and tank trains. i have my tanks connected properly to be set as supply and requesting stations but my L-T train will not automate, i have also sent it to both stations in hopes of it creating a schedule?
What do you mean by central storage? Mine -> Storage, Storage -> Furnaces?steinio wrote:Hello,
is it possible to setup a central ore storage with train delivery and without creating an endless loop with trains?
Probably with min trainsize i guess?
K, thanks.Optera wrote:What do you mean by central storage? Mine -> Storage, Storage -> Furnaces?steinio wrote:Hello,
is it possible to setup a central ore storage with train delivery and without creating an endless loop with trains?
Probably with min trainsize i guess?
It's possible, but useless. LTN is most efficient when used Mine -> Furnace.
yes, since ArienYolocron only wrote about a pair of supply and requesting stations,Optera wrote:Only trains parked in automatic mode at an LTN-stop with set depot signal and matching length and cargo type are usedArienYolocron wrote:connected properly to be set as supply and requesting stations but my L-T train will not automate,
i have also sent it to both stations in hopes of it creating a schedule?
What you say doesn't match with the log you provided. The log clearly shows alternating iron and copper ore shipments to Ore dropoff, Crellas and Damian Mulligan.NiftyManiac wrote:Is there a max limit on the number of stations this mod supports? When outputting the debug info it looks like the provider list doesn't go above 32 (but maybe that's just how many you process per tick?) (Edit: nvm, see below)
I have a lot of provider train stations, probably over 100, and 5 requester stations. The requester stations all request a large amount of copper and a smaller amount of iron with a min delivery size of 1000 (and use_best_effort is true). Even though the copper providers are providing more than 1000 each while the iron ones are providing less, all 5 of my trains only visit the iron providers. How come? I was under the impression that more ore provided at a station meant that it had a higher visitation priority.
Log output level 3: http://pastebin.com/qymQ0mnv
Edit: Oooooh I think I figured it out. Each station is requesting both iron and copper. This is split into two orders, and a source of iron is found first just because it comes before copper in signal order or something. It's unlikely that the provider also has copper. Then it looks for a source of copper, can't merge it with the first, and now there's two orders but the depot only has one train. So it sends the iron delivery and copper gets dropped. The next train arrives and the same thing happens. Since use_best_effort is on, trains are always moving and there'll rarely be multiple trains at the depot.
It's an easy fix, I think; sort the orders with the same criteria as normal (priority, item count) before processing them.