Liquid5n0w wrote:I'm getting this error when loading my server, any of the cause? Started since I updated to 0.15.3
18.423 Error ServerMultiplayerManager.cpp:93: MultiplayerManager failed: "Error while running the on_load: Unknown virtual signal name: LTN-fluid-wagon
stack traceback:
__LogisticTrainNetwork__/control.lua:1375: in function 'UpdateStopOutput'
__LogisticTrainNetwork__/control.lua:52: in function <__LogisticTrainNetwork__/control.lua:48>"
18.423 Info ServerMultiplayerManager.cpp:663: mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
Know issue of 1.1.2.
Use the alpha build.
What alpha build, Factorio or LTN, i check your download list and saw no alpha.?
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 3:35 am
by maxtim
ArienYolocron wrote:What alpha build, Factorio or LTN, i check your download list and saw no alpha.?
Optera mentioned the alpha build here:
Optera wrote:Fully adopting changes in 0.15 is making progress. You can get current test version ready for SP alpha testing on GitHub.
MP will cause the host to crash when changing settings. Basically the only thing keeping me from releasing it.
If you find any other bugs with this version let me know.
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 3:41 am
by hitzu
Does LTN support GotLag's Nuclear Locomotives?
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 1:35 pm
by SphynxLoL
Hey, Optera! Using the 2 constant and multiple decider setup for multiple delivery/request sizes pictured below. I run into an issue where multiple trains will get a schedule with whatever the smallest minimum delivery size is (for the bigger deliveries). Below is the setup. The only work around (to my knowledge) is to limit the amount of deliveries to 1. I was hoping maybe you had a better solution. Really trying to master this mod since I am considering doing a 0.15 tutorial/spotlight with the new "Read Train Contents" feature.
Current Setup
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 1:47 pm
by nagapito
SphynxLoL wrote:Hey, Optera! Using the 2 constant and multiple decider setup for multiple delivery/request sizes pictured below. I run into an issue where multiple trains will get a schedule with whatever the smallest minimum delivery size is (for the bigger deliveries). Below is the setup. The only work around (to my knowledge) is to limit the amount of deliveries to 1. I was hoping maybe you had a better solution. Really trying to master this mod since I am considering doing a 0.15 tutorial/spotlight with the new "Read Train Contents" feature.
Current Setup
You need to apply the minimum size delivery signal or trains will try to deliver every time something is available
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 4:00 pm
by maxtim
I'm calling it a bug. I don't know if it's my setup or not, but no trains are moving.
Log File Level 4
0.003 2017-04-29 09:59:50; Factorio 0.15.3 (build 29201, win64, steam)
0.003 Operating system: Windows 10 (version 1607)
0.003 Program arguments: "D:\steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.003 Read data path: D:/steam/steamapps/common/Factorio/data
0.003 Write data path: C:/Users/Tim Finley/AppData/Roaming/Factorio
0.003 Binaries path: D:/steam/steamapps/common/Factorio/bin
0.015 System info: [CPU: AMD A10-7870K Radeon R7, 12 Compute Cores 4C+8G, 4 cores, RAM: 24518MB]
0.016 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
0.018 Available display adapters: 1
0.018 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 960 {0x05, [0,0], 1600x900, 32bit, 60Hz}
0.019 Create display on adapter 0. Size 1280x720 at position [150, 72].
1.077 Initialised Direct3D:[0] NVIDIA GeForce GTX 960; driver: nvd3dumx.dll 21.21.13.7878
1.080 Video memory size (dedicated video/dedicated system/shared system/available): 2016/0/12259/4090 MB
1.119 DSound: Starting _dsound_update thread
1.120 DSound: Enter _dsound_update; tid=3716
1.120 Device reset internal.
1.123 Desktop composition is active.
1.123 Graphics settings preset: very-high
1.123 Graphics options: [Graphics quality: high] [Video memory usage: high] [Light scale: 25%] [DXT: false]
1.209 Loading mod settings LogisticTrainNetwork 1.2.0 (settings.lua)
1.216 Loading mod core 0.0.0 (data.lua)
1.229 Loading mod base 0.15.3 (data.lua)
1.385 Loading mod LogisticTrainNetwork 1.2.0 (data.lua)
1.481 Loading mod base 0.15.3 (data-updates.lua)
1.572 Loading mod LogisticTrainNetwork 1.2.0 (data-final-fixes.lua)
1.573 Script data-final-fixes.lua:2: [LTN] generating virtual signals
1.573 Script data-final-fixes.lua:15: [LTN] 1 locomotives added
1.573 Script data-final-fixes.lua:69: [LTN] 2 wagons added
1.677 Checksum for core: 2926038370
1.677 Checksum of base: 2896593033
1.677 Checksum of LogisticTrainNetwork: 3356303420
1.887 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1493441499
1.887 Info PlayerData.cpp:60: Cloud player-data.json available, timestamp 1493410326
2.020 Loaded shader file D:/steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
2.021 Loaded shader file D:/steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
2.045 Initial atlas bitmap size is 16384
2.080 Created atlas bitmap 16384x16379
3.146 Created atlas bitmap 16384x1724
3.237 Created atlas bitmap 4096x3980
3.294 Created atlas bitmap 4096x3648
28.630 Sprites loaded
28.630 Convert atlas 4096x3980 to: trilinear-filtering
28.839 Convert atlas 4096x3648 to: mipmap
30.051 Loading sounds...
32.499 Custom inputs active: 0
32.557 Factorio initialised
42.054 Loading map C:\Users\Tim Finley\AppData\Roaming\Factorio\saves\secondMod3.zip: 17439698 bytes.
42.208 Loading Level.dat: 42753784 bytes.
42.214 Info Scenario.cpp:133: Map version 0.15.3-0
43.984 Loading script.dat: 39802 bytes.
43.987 Checksum for script C:/Users/Tim Finley/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2433440189
43.991 Checksum for script __LogisticTrainNetwork__/control.lua: 2175827453
44.009 Script control.lua:147: [LTN] on_load: complete
645.361 Script control.lua:446: (on_entity_renamed) uid:1680115, old name: Guardsman Dave, new name: Iron Mine 1
1665.344 Script control.lua:446: (on_entity_renamed) uid:1636100, old name: Alexander W Dawn, new name: AlCircuit Plastic Drop
1680.878 Script control.lua:446: (on_entity_renamed) uid:1636100, old name: AlCircuit Plastic Drop, new name: Circuit Plastic Drop
1701.111 Script control.lua:446: (on_entity_renamed) uid:1685909, old name: Daniel_YC, new name: Iron Mine 4
4675.128 Script control.lua:446: (on_entity_renamed) uid:1690139, old name: Modest Zlatolobov, new name: Iron Mine 5
4690.211 Script control.lua:446: (on_entity_renamed) uid:1690046, old name: luke welsh, new name: Coal Mine 3
6930.080 DSound: Stopping voice
6930.080 DSound: Joining thread
6930.085 DSound: Exit _dsound_update; tid=3716
6930.085 DSound: Waiting for voice to stop ... signaled
6930.085 DSound: Joined thread
6930.085 DSound: Destroying thread
6930.085 DSound: Thread destroyed
6930.085 DSound: Releasing buffer
6930.086 DSound: Voice stopped
6930.086 DSound: Deallocating voice
6930.086 DSound: Deallocated voice
6930.461 Steam API shutdown.
6930.464 Goodbye
Using the Alpha build and 0.15.3
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Posted: Sat Apr 29, 2017 6:00 pm
by Optera
maxtim wrote:I'm calling it a bug. I don't know if it's my setup or not, but no trains are moving.
It's your configuration and setup.
Your global min delivery size is set to 18k while your stations request as little as 1.5k.
Either add min delivery size signals to your stations or reduce the global setting.
PS: a lvl4 logfile should be generated over at least a few seconds so i can actually see something
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Posted: Sun Apr 30, 2017 7:31 am
by Optera
Released the true 0.15 update.
some substantial changes where made:
removed RailTanker
The changed pumps no longer connect to Tankers, so I disabled them by having LTN see them a wagons without inventory space and thus will never try using them.
added support for fluid wagons and probably any modded versions
moved settings from config.lua to global/map mod settings
currently mod settings have at least one known bug in MP: viewtopic.php?f=30&t=45622
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Posted: Sun Apr 30, 2017 9:27 am
by hitzu
Updated your mod, deleted Rail Tanker mod, loaded the save — the game started spamming the console with 'Updated stop ID' messages every second for every LTN train stop until I manually removed all stops. Placing new ones makes spam again with initial message 'on_tick subscribed'. OMG >__<
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Posted: Sun Apr 30, 2017 9:41 am
by Optera
hitzu wrote:Updated your mod, deleted Rail Tanker mod, loaded the save — the game started spamming the console with 'Updated stop ID' messages every second for every LTN train stop until I manually removed all stops. Placing new ones makes spam again with initial message 'on_tick subscribed'. OMG >__<
Seems to me like your log level is set to 4: debug.
Currently there's no way for scripts to write mod settings. viewtopic.php?f=28&t=45308
You have to manually reset mod settings to default after updating mods.
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Posted: Sun Apr 30, 2017 7:20 pm
by TaztheRotten
I have the same prob as Hitzu. i had "smarter trains" for the refueling already, disabled, then deleted that mod, disabled, then re-enable logistic trains, but no change. I don't know or understand "log level set to 4: debug", etc.
My question isthe, is this something that will be fixed in a new update? Or do I need to do something to fix my game? the mod seemed to be working somewhat, just these console spams and the train delivered maybe 2 or 3 items, not hundreds before rerunning the same route over n over.
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Posted: Sun Apr 30, 2017 7:50 pm
by Optera
TaztheRotten wrote:I have the same prob as Hitzu. i had "smarter trains" for the refueling already, disabled, then deleted that mod, disabled, then re-enable logistic trains, but no change. I don't know or understand "log level set to 4: debug", etc.
My question isthe, is this something that will be fixed in a new update? Or do I need to do something to fix my game? the mod seemed to be working somewhat, just these console spams and the train delivered maybe 2 or 3 items, not hundreds before rerunning the same route over n over.
0.15 introduced mod settings
They can be found under options - mods.
Switch to Map tab and click reset to reset LTN to default values.
I also added default values to every tooltip if you want to reset them manually.
Error ModManager.cpp:782: Error while loading virtual-signal prototype "LTN-creative-mode_creative-cargo-wagon" (virtual-signal): Couldn't load sprite icon icon from ROOT.virtual-signal.LTN-creative-mode_creative-cargo-wagon
Modifications: LogisticTrainNetwork
Seems you have some issues with creative mod.
Seems like CM0.3.2 changed icon to icons so they can include tint.
I'll add support for that to the next version of LTN. Use CM 0.3.1 meanwhile.
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 12:01 pm
by Optera
Another update:
fix for Creative Mode 0.3.2.
Tinted to icons are now supported.
Changed some mod setting description and log level to a more descriptive drop down.
Remember to reset the settings manually until factorio does it properly.
Changed reading wagon capacity to use built in 0.15 functionality.
I can now easily add wagons that shouldn't be used for transportation to a blacklist. Currently only RailTanker is blacklisted since the new pumps broke it.
Tell me if I should blacklist wagons like tenders from Yuoki Rail.
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 1:20 pm
by Obsiana
Danke erstmal für die Arbeit die du in diese Mod steckst.
Es ist das erste mal das ich LTN ausprobiere. Aber irgendwas mache ich falsch. Ich habe eine Station die Öl anfordert in diesem Beispiel 5k mit dem neuen Tankwagen natürlich. Der Zug fährt auch zum Außenposten und Läd das Öl ein aber dann bleibt er einfach stehen und befüllt sich weiter. Nach einiger Zeit wird der Zug Ignoriert. Wenn ich aber in den Optionen den Punkt Finish Loading ausstelle Funktioniert alles wie von mir gewünscht. Also was mach ich evtl falsch?
First thanks for the great Addon.
It is the first Time i try LTN. But what did i wrong. I have a requester Station i request 5k Oil, the Train stop at the Provider Stop and fill the Oil but then it stop working. When i uncheck in the Option the Point Finish Loading it works fine. Sorry my English.
lg Obsiana
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 3:06 pm
by MannimMond
Same problem here. LTN is sending a train to the station and should load 2k copper but he keeps loading and loading until the train is full or the train times out. :/
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 3:22 pm
by Mobius1
Optera wrote:Changed reading wagon capacity to use built in 0.15 functionality.
I can now easily add wagons that shouldn't be used for transportation to a blacklist. Currently only RailTanker is blacklisted since the new pumps broke it.
Tell me if I should blacklist wagons like tenders from Yuoki Rail.
Does that mean the yellow combinator will dynamically change its value based on the wagon content?
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 3:49 pm
by Optera
Obsiana wrote:
It is the first Time i try LTN. But what did i wrong. I have a requester Station i request 5k Oil, the Train stop at the Provider Stop and fill the Oil but then it stop working. When i uncheck in the Option the Point Finish Loading it works fine.
MannimMond wrote:Same problem here. LTN is sending a train to the station and should load 2k copper but he keeps loading and loading until the train is full or the train times out. :/
To get partial loads or multiple items you have to subtract current train inventory (train stop) from the loading list (yellow constant combinator).
Look at the demo map. You can see how to properly set up stations there.
Mobius1 wrote:
Optera wrote:Changed reading wagon capacity to use built in 0.15 functionality.
I can now easily add wagons that shouldn't be used for transportation to a blacklist. Currently only RailTanker is blacklisted since the new pumps broke it.
Tell me if I should blacklist wagons like tenders from Yuoki Rail.
Does that mean the yellow combinator will dynamically change its value based on the wagon content?
No, it means getting wagon capacities is more stable and marginally faster.
The combinator outputs a static loading list based in the trains assigned delivery.
Use the train stop to read live train inventory.
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
Posted: Mon May 01, 2017 4:06 pm
by MannimMond
Optera wrote:
To get partial loads or multiple items you have to subtract current train inventory (train stop) from the loading list (yellow constant combinator).
Look at the demo map. You can see how to properly set up stations there.
I reconstruct several tutorials now and have everytime the same problem. LTN sends a train to my outpost with an request of 2000 copper. The train has the condition of ">2000 copper" + "2secs inactivity" or "timeout" but they are loading the train until its completly full orthe train times out.
What i have to do with the downloaded demo.map? Is it a normal mod? Cant load it with 0.15 and 0.14 stable