New User / general inquiry to verify I understand mod behavior
Posted: Sun Dec 23, 2018 7:55 pm
Awesome mod, many thanks for making it! I'm at late-midgame tech on a playthrough with a moderate quantity of QoL mods but nothing that changes gameplay the likes of AngelBob or similar. I've unlocked capacity to embark on both purple and yellow science but have yet to design either's production. I'm currently running a small fleet of vanilla-scheduled L-CCC trains to get this far, and now that I've gotten my logistics mall and first-pass uranium processing humming along, I've decided it's finally time to dive into learning how to use LTN for dynamic dispatching.
My post here is a general check-in type of questions. I do not intend to burden the mod author personally and would gladly hope for input from other users as appropriate.
I've set aside a cleared section of land outside of my starter base to plop down some LTN-station blueprints I've downloaded, mostly so that I can examine their wiring and combinator settings. I have a small starter LTN-Depot setup and (I think) that Depot is fully wired and functional, connected to my rail network. Most of it is empty, but some trains remain parked there in unfueled state from having used them as placeholders to visualize lengths of rail needed and designing the fuel-stop. (I was also manually crafting trains at the time, which is what made me take a step sideways to go finally establish my logistics and build-everything malls.)
My test-blueprints are disconnected from my rail network and also disconnected from my signal-wire network.
I'm receiving a low-volume series of console error messages that read, "[LTN] No train to transport items found in depots. Skipping item processing." A parallel message separately indicates a lack of any fluid-tanker trains, as well. I've performed a word-for-word read-through on more than one forum post discussing binary notation, in both the context of LTN NetworkID as well as that of train composition (in other words, I have read the manual, and I have not simply glanced at / skimmed some of the other stuff.) I understand, in principle, that we're discussing 2^n notation. However, I know my study habits and my strengths / weaknesses in learning new skills. I have not found any write-ups or video explanations that specifically connect the meta-discussion of theoretical properties on the one hand with in-game usage examples on the other hand, which is what I'd need to fully achieve my own accelerated breakthrough. If none of those exist, is my only remaining option to simply tinker with the mod and simply address problems as I encounter them? (I'm assuming this last item is "yes.")
My questions: 1.) Given the above, and also given that I have not yet experimented with combinator-defined NetworkIDs, am I to understand that physical separation into multiple rail networks would be a poor-man's "dumb-logic" separation of LTN networks? In other words, if I ran entirely separate rail networks for different cargo-types, can I rely on that to assure that only physically-possible combinations will be attempted for certain Depot-Provider-Requester sequences? With the parallel error messages distinguishing between inserter-freight and fluid tankers, am I to understand that it is possible to run those fleets without necessarily mapping them to separate NetworkIDs?
2.) I have no intention to run mixed-load or less-than-trainload freights outside of certain vanilla-scheduled runs with filtered-slot wagons (outpost resupply, artillery patrols, etc.) but I also do recognize that certain lategame freights (LDS, rocket fuel, etc.) might benefit from having some access to shorter-length trains. Before fully embracing NetworkID flags, what kinds of things can I benefit from at my current in-game stage of base development? For example, I envision running a specific set of train form-factors (L-C, L-CC, L-CCC, and maybe L-CCCC.) I absolutely will not mix wagon-types on a single train; does this mean that I'll actually have 8 train-types when considering L-T, L-TT, etc.? Is my best bet to design separately-named Depots for each of the four [eight] train types?
Thanks in advance, and again, this mod is brilliant. Thank you for this!
My post here is a general check-in type of questions. I do not intend to burden the mod author personally and would gladly hope for input from other users as appropriate.
I've set aside a cleared section of land outside of my starter base to plop down some LTN-station blueprints I've downloaded, mostly so that I can examine their wiring and combinator settings. I have a small starter LTN-Depot setup and (I think) that Depot is fully wired and functional, connected to my rail network. Most of it is empty, but some trains remain parked there in unfueled state from having used them as placeholders to visualize lengths of rail needed and designing the fuel-stop. (I was also manually crafting trains at the time, which is what made me take a step sideways to go finally establish my logistics and build-everything malls.)
My test-blueprints are disconnected from my rail network and also disconnected from my signal-wire network.
I'm receiving a low-volume series of console error messages that read, "[LTN] No train to transport items found in depots. Skipping item processing." A parallel message separately indicates a lack of any fluid-tanker trains, as well. I've performed a word-for-word read-through on more than one forum post discussing binary notation, in both the context of LTN NetworkID as well as that of train composition (in other words, I have read the manual, and I have not simply glanced at / skimmed some of the other stuff.) I understand, in principle, that we're discussing 2^n notation. However, I know my study habits and my strengths / weaknesses in learning new skills. I have not found any write-ups or video explanations that specifically connect the meta-discussion of theoretical properties on the one hand with in-game usage examples on the other hand, which is what I'd need to fully achieve my own accelerated breakthrough. If none of those exist, is my only remaining option to simply tinker with the mod and simply address problems as I encounter them? (I'm assuming this last item is "yes.")
My questions: 1.) Given the above, and also given that I have not yet experimented with combinator-defined NetworkIDs, am I to understand that physical separation into multiple rail networks would be a poor-man's "dumb-logic" separation of LTN networks? In other words, if I ran entirely separate rail networks for different cargo-types, can I rely on that to assure that only physically-possible combinations will be attempted for certain Depot-Provider-Requester sequences? With the parallel error messages distinguishing between inserter-freight and fluid tankers, am I to understand that it is possible to run those fleets without necessarily mapping them to separate NetworkIDs?
2.) I have no intention to run mixed-load or less-than-trainload freights outside of certain vanilla-scheduled runs with filtered-slot wagons (outpost resupply, artillery patrols, etc.) but I also do recognize that certain lategame freights (LDS, rocket fuel, etc.) might benefit from having some access to shorter-length trains. Before fully embracing NetworkID flags, what kinds of things can I benefit from at my current in-game stage of base development? For example, I envision running a specific set of train form-factors (L-C, L-CC, L-CCC, and maybe L-CCCC.) I absolutely will not mix wagon-types on a single train; does this mean that I'll actually have 8 train-types when considering L-T, L-TT, etc.? Is my best bet to design separately-named Depots for each of the four [eight] train types?
Thanks in advance, and again, this mod is brilliant. Thank you for this!