Search found 129 matches
- Mon Jun 08, 2020 11:49 pm
- Forum: Modding interface requests
- Topic: LuaGUIElement.state :: string [RW]
- Replies: 2
- Views: 1175
LuaGUIElement.state :: string [RW]
TL;DR Add "state" field to LuaGUIElement for all "clickable" elements (buttons, tabs and so on) Value - [clicked/hovered/selected] or nil if none of this. What ? Adding "state" field for all element is a time saving addition for mod developers. For now, if you want to ...
- Mon Jun 08, 2020 11:10 pm
- Forum: Modding help
- Topic: How to access toggled state for a button.
- Replies: 3
- Views: 1280
Re: How to access toggled state for a button.
Yeah, it's a bit pissing me off. I can create button/tab style with "selected" graphical set, but i can't use it. Tabs can be used only in tab-container. But i can't group my custom buttons/tabs to manage selected states or swith their state separately. Dear devs, could you please add an a...
- Wed May 13, 2020 5:50 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
If you set it to 5 time the normal value even once and for all. This could make several trains regularly try to find a very long path, as their standard behavior. Which could impact performances. If you increase it by a 1000 and you add 10 trains, it creates a exponential situation over time, where...
- Wed May 13, 2020 10:28 am
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
And what about to adding this setting to the LTN (if it really helps)? I won't rip other mods to feature bloat mine. Pathological, Wide Chest and so on all are great mods, use the originals and at least show appreciation to the original authors by downloading their version. You know what? Actually ...
- Wed May 13, 2020 12:56 am
- Forum: Gameplay Help
- Topic: How to optimize railsetup
- Replies: 10
- Views: 3372
Re: How to optimize railsetup
Just try to use both signals before each junction. Chain+regular like this:
I've made some tests trying to solve another problem, but conclusions may be helpful and in your case.
I've made some tests trying to solve another problem, but conclusions may be helpful and in your case.
- Tue May 12, 2020 9:37 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
then if you increase the penalties given to the closest path over and over , i would expect the pathfinding algorithm to go through deeper research in every branch available to find another valid train stop for destination. ( eventually finding the far away depot but i guess at the cost of potentia...
- Tue May 12, 2020 4:11 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
Aaaand... one more time. =) Now with "Pathological" mod. https://i.imgur.com/XJxybNx.png https://i.imgur.com/V5SDHcg.png It may be a proof for mmmPI If i set "Train In Station With No Other Valid Stops In Schedule" to 7000+ (in my case), then pathfinder send a train to far depot....
- Tue May 12, 2020 11:48 am
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
Good morning brain... :geek: Note, there are waiting areas big enough to hold a train without blocking other tracks when entering and leaving the main line. Dual signals solve such problem too. Btw, if wiki is right and " The train has waited at a chain signal for a multiple of 5 seconds. "...
- Tue May 12, 2020 12:45 am
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
And after another few tests... 16 clusters per 10 trains. All depots with same names. Providers and requesters with random names. Same combinator settingss for all providers. Requesters with [<= 2 train] settings. With both rail sigmals https://streamable.com/ttoohj 222.png Only chain signals https:...
- Mon May 11, 2020 8:04 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
About gifs.. I just added one extra train. That why on the last one with slow reactions for clarity.
Anyway, thx for responses. Now i finally realize how to build "mega" depot and bypass most of troubles. I hope. =)
Anyway, thx for responses. Now i finally realize how to build "mega" depot and bypass most of troubles. I hope. =)
- Mon May 11, 2020 5:34 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
Ok... If using only chain signals, then if somehow a train comes into filled depot cluster, it just stop and wait. 2020-05-11_20-15-13.gif But if im add usual signal, then train tries to find alternatives. 2020-05-11_20-13-15.gif 2020-05-11_20-17-01.gif At the end of "parking road" must be...
- Mon May 11, 2020 3:27 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
1) With correct signaling a depot for 100 trains will hold 100 trains. I'm using massive stacker depots myself. Yes. I never tried to hold more trains than actual amount of depots for them. I just trying to break all depots on several parts, to prevent traffic issues and minimize stations list usin...
- Mon May 11, 2020 2:14 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
I noticed a strange train behaviour: 11.png So, at each crossroads with such setup of signals, train change their destination to the next depot, but not at the last one. It litteraly can't (won't) find any alternatives (but they exists - "1" mark). But, if i place new station close enough ...
- Mon May 11, 2020 1:43 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
Re: [Not a Bug] [0.18.22 / 1.13.1] Several trains at the same depot
1) only use chain signals from start of a junction to the end or trains will be stuck in junctions like those you marked in red squares. 2) only assign as many trains to a depot as it can physically hold 3) that screenshot shows 4 different depots, name them differently Signals - yes, my mistake. A...
- Sun May 10, 2020 10:19 pm
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 7499
[0.18.22 / 1.13.1] Several trains at the same depot problem
Tested on blank save with only LTN and Creative mods, plus ZReGroup (modded) it is QoL mod to rearange recipes in craft UI. I'm wanna to create depot with more than 100+ trains and with stations with names like: [D] L2C, [D] L3C and so on... And when I tried to create a prototype and test it, I ran ...
- Mon Apr 27, 2020 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint import with missing signals
- Replies: 8
- Views: 2895
Re: Blueprint import with missing signals
What if add a list or a hint about missing objects / signals to the blueprint editor? And/or maybe viewing in "alt-mode"?
Just to point out a player that there are errors in the imported blueprint.
Just to point out a player that there are errors in the imported blueprint.
- Fri Apr 24, 2020 8:34 pm
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 59614
Re: Show me yours...
Modular, scalable, auto-balanced, no waste, ore-sorting-processing chain.
Geodes, slag, crushed stone and sulfuric waste water processed into ores too. Also produced Sulfuric acid for Leaching plants.
Geodes, slag, crushed stone and sulfuric waste water processed into ores too. Also produced Sulfuric acid for Leaching plants.
- Sun May 05, 2019 4:53 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 32086
Re: [0.17.x] [Z] Adventure
2.17.0
News:
- 0.17 update.
News:
- 0.17 update.
- Wed Mar 06, 2019 8:53 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.6] UI Description of the mod is outside parent window
- Replies: 3
- Views: 3009
[kovarex] [0.17.6] UI Description of the mod is outside parent window
If list of dependencies is to long - description start showing outside mods window on scrolling down.
- Tue Sep 04, 2018 5:19 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 32086
Re: [0.16.x] [Z] Adventure
Could you, please, enter this commands into console:
/zadv_errors
/zadv_dump
And then upload "factorio-current.log" from game root folder (for retail version) or from C:\Users\$USERNAME$\AppData\Roaming\Factorio (for steam version)
/zadv_errors
/zadv_dump
And then upload "factorio-current.log" from game root folder (for retail version) or from C:\Users\$USERNAME$\AppData\Roaming\Factorio (for steam version)