Brunzenstein sent a luxurious cake to the Factorio team. You deverse one (or two) as well. Great work.Choumiko wrote:Updated to 0.3.98 for Factorio 0.13
For me 0.13 has not happened until now .
(By the way, 0.3.94 runs very reliably now in 0.12; my base has grown to some size, 20 trains and 50 stations all doing their work with a setup that is not trivial any longer; I've had it produce rockets for an hour without even a hitch. Let's hope we can reach this state in 0.13 soon, too.)
Wait, what? Noooo.JumpToSignal: Checks the value of the signal set in the lamp when a train with gito Signal # leaves the station. The signal condition of the lamp is ignored. If the train leaves due to passed time, the value is ignored too (same behaviour as 0.12 versions)
What happens if you put more than 1 signal on the lamp? How does the station know which one is the relevant signal number?
Can I not set a condition anymore? Is the condition that there is some signal on the lamp?
I really, really need to be able to set a condition and have the lamp to be active only if the condition is met -- and then only interpret the signal that is mentioned in the condition.
Otherwise we'll lose a lot of flexibility and it would really make using the signal more complicated.
Use cases to illustrate this:
- I have a multi-lane depot. Destination signals are put on all lanes simultaneously, but the lanes themselves filter them by only reacting to "their" signal (e.g. lane 1 has signal "A", lane 3 has signal "C", etc.)
- I usually have the destination signal on the wire and possibly other stuff. I can still put the wire on the signal lamp and don't have to worry about the unrelated signals because I tell the lamp what signal it should listen to.
How is this different from the current version? When I create a new train and add it to an existing line, will I not see the line schedule anymore before I send the train to a station and have it stop there? Or does that not apply when I mark a train as active for a line because that forces an update?[*]Trains only update their schedule when arriving/leaving a station
You've already added this? Wow, nice, I'll test it right away. (The "station #" signal will be godsend, I have over 50 outposts now in my current game, and cleaning up is very taxing; also the double checking after setting up each station gets annoying. Just being able to plop down a new station and not having to worry about the signal number is going to be so amazing.)[*]added 2 new signals:[/list]
- Station # : The # of the station in the schedule where the train is currently waiting
- Destination: The # of the station in the schedule where the train is going (only set for 1 tick)
If you remove the lamp, where do we connect the wire then for the input to the station? There must be some way to have a separate connector for the input and the output of the train station.I've been thinking about removing the lamp. As it is right now i could simply say: The first conditon rule in the schedule is the signal SmartTrains will check when getting the value for jumpTo, that would make space for a second combinator. Not sure yet.
I also really like the lamp as an indicator, plus it looks pretty. Do not remove the lamp
Personally I don't mind the second combinator as long as it does have a different color, but I think it would confuse people that are not used to using SmartTrains.
Yes, exactly that! Good point about updating the cargo. All the input from the station should be valid and exact, in case we want to use it during the "leaving tick".Alright, then the current implementation isn't ideal. So the next should better be: "leaving tick" : set "train destination" signal and update cargo (so that it's exact), "leaving tick +1": unset all signals?
The only thing that is important is that the train is guaranteed to actually leave the station when you send this (so all signals will be cleared in the very next tick and the train be on its way). I don't know if there's even another way, just mentioning it to make sure.
If you send bogus "leaving" signals and then the train remains at the station for any reason that would desync any circuit that relies on this information to reflect reality.
Oh, yeah, I forgot we're actually dealing with station names, and the numbers are not a unique identity of a station in the general case. Forget about it then, I was mainly brainstorming anyway.siggboy wrote:Yeah.. this isn't going to happen, besides the OPness, if there is more than one station named B i have no way of knowing where the train will go.