I don't know if its possible but perhaps it can be added to normal station gui?
That way it doesn't really affect other stuff in ltn tracker but would work nice along side it.
Moderator: Optera
I don't know if its possible but perhaps it can be added to normal station gui?
Try 0.10.4, that should finally get rid of problems caused by 0.10.0. If you still experience the crash I will probably need your save game to figure out what is happening.
Thanks for testing it, both issues are fixed in 0.10.4.
Fixed in 0.17.29:
FactorioBot wrote: ↑Fri Apr 12, 2019 12:29 pm Bugfixes
- Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. (68007)
Pretty accurate guess Filtered results are cached, so the filtering does not have to be re-done whenever the station tab updates. And I forgot to update the cache when stations were removed. Fixed in 0.10.6.Mongokatten wrote: ↑Sat Apr 20, 2019 12:43 pm A wild guess is that maybe it's because I deleted an LTN station that was in network 1 previously which it is now trying to sort.
Ok, that is more of a problem.eduran wrote: ↑Mon Apr 22, 2019 6:09 am That screenshot shows alerts for trains which were supposed to carry 10 plate-stacks but were loaded with only 2. Either you found a bug that makes LTN switch planned and actual shipment, or your trains are underloaded.
Let's say you have a train supposed to ship 500x item A and 100x item B. Possible errors are:
- underload: A < 500 or B < 100
- incorret items: C > 0
Overload (A > 500 or B > 100) should NOT be an error, precisely due to the issue you described. I don't load my trains count-perfect either and never get any warnings for overloaded trains. If that happens to you, I need either a log file (debug logging enabled) or a save from which to reproduce the issue.
Totally. I would turn it off. Because underloading just means LTN sends a second train. Nothing really bad happens. Loading the wrong stuff though is a big problem. I want instant alerts for that.eduran wrote: ↑Mon Apr 22, 2019 3:56 pm If that happened in my base I would see it as an alert-worthy issue to be fixed. That said, there are lots of different play styles and ideally LTNT should work for most of them. A tiered alert system seems like quite a bit of work for something that most players won't run into. What I can implement is a mod setting that turns off treating that case as an alert. Would that be useful for you?