[MOD 0.12.X 0.13.X][1.0.0] Rail logic system

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Alexs
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Re: [0.12.X][0.0.6] Rail logic system

Post by Alexs »

Finally a programmable system for the trains.
A great idea and a great job! a big thx!!
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Re: [0.12.X][0.0.6] Rail logic system

Post by craftoBot »

I uploaded new version of the mod. Fixed problem with train mode controllers and rail switches, increased slot count in inventory readers.
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Re: [0.12.X][0.0.6] Rail logic system

Post by ssilk »

Your links to the pics aren't working, because you cannot use [pic] inside of [url]-tag!
This hoster is also known to be blocked by many networks, cause it is known as sex-pic-upload.

I recommend to use the Factorio forum file/pic upload (when you edit the file, the "upload" folder in the lower half of screen - as the normal attachements). I don't know the current pic limit, but it seems to be big enough. :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
craftoBot
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Re: [MOD 0.12.X][0.0.7] Rail logic system

Post by craftoBot »

@Alexs
Also for more complex control on logic network you can use another my mod [MOD 0.12.x][0.0.2] Programmable Controllers
Alexs
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Re: [MOD 0.12.X][0.0.7] Rail logic system

Post by Alexs »

Thanks for the tip, I downloaded and will look at it.

have just following error occurred while trying to delete the TrainmodeController:

Error .. eventHandler
__RailLogicSystem__ /control.lua:258: attempt to call field "destroy" (a nil value)


thanks again for the mod - just great

And another problem: after reconstruction (build and rebuils) Rails:

/control.lua:71: Removal of trains over rail unsucessful.

Crash, when the lock trying to ride over the Rail Switcher

Can this be error, because I use also the mod Concretet-rails_0.1.2?
If so, could you make their mod with Concretet-rails_0.1.2 compatible?
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Re: [MOD 0.12.X][0.0.7] Rail logic system

Post by craftoBot »

Alexs wrote:Thanks for the tip, I downloaded and will look at it.

have just following error occurred while trying to delete the TrainmodeController:

Error .. eventHandler
__RailLogicSystem__ /control.lua:258: attempt to call field "destroy" (a nil value)


thanks again for the mod - just great

And another problem: after reconstruction (build and rebuils) Rails:

/control.lua:71: Removal of trains over rail unsucessful.

Crash, when the lock trying to ride over the Rail Switcher

Can this be error, because I use also the mod Concretet-rails_0.1.2?
If so, could you make their mod with Concretet-rails_0.1.2 compatible?
Sorry for this strange bugs,
Fix wiil be at 24.08 evening
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by craftoBot »

Uploaded version 0.0.8.
Fixed removing rails under train and tarin mode controller crash.
Alexs
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Alexs »

many thanks!!!

Edit:
I've just tested - it works beautifully!
Special thanks that you have made the mod "concreted-rails" compatible.
good work, sir!!

Edit 2:
Another error is detected:
Cargo Reader MK2 reads not the inventory.

Proposal for a Mod extension:
Change of train controller:
- If positive signal: Manuel mod, the train can load the cargo, even if it is not delivered until night minutes. (now so)
- If a negative signal: switch back to automatic (missing so far).
So a very simple control can be realized, and it needs no rail-switcher more. By rail switcher switches the train after the charging time to go, can not go, but can no longer load a later delivery.

I also did a German translation, as a thank you for your work. interested?
Attachments
RailLogicsSystem2.jpg
RailLogicsSystem2.jpg (1.16 MiB) Viewed 8161 times
RailLogicsSystem1.jpg
RailLogicsSystem1.jpg (1.15 MiB) Viewed 8161 times
Neotix
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Neotix »

This mod is great but very heavy. Placing detectors cause fps drops. When I placed 20 signal detectors I had ~30fps less.
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by GopherAtl »

Disregard. I am herp, king of the derps.
My Mods:
Nixie Tubes - numeric displays for your circuit networks!
Logistic Combinators - use logistics values in circuit logic! -
Autowire - automate red/green wire connections
Alexs
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Alexs »

THX!! :D
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by DOSorDIE »

Try to use the system but i have no idea how this should work
I want in a train station that the train wait so long until all iron is unloaded.
So i read the cargo and make with coombinator a signal that A=1 then iron < 1 ... that work great but how i bring the train to wait until he is emty?
Railswitch dont work but he stop unloading
Train Mode Controller stop the train (sometimes) but never start it again if signal changes.

Can you help me?

Edit:
In Multiplayer unplayable ... but its makes heavy task each tick ... change that to every 30 tick ... and now no lags anymore ...
Please make the mod more efficient ...
Found a way but its not the easy one with Cargo Inventory & Train Goto Controller and a Zombie Station ... but it works!
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Chess »

Is it possible to make the locomotives to emit a signal? I would like to be able to identify which train is in the station to set the destiny with the goto controller.
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Xipheas »

Hi,

When trying to use this mod, I get an error
:

Code: Select all

_ _RailLogicSystem_ _/control.lua:3:
_ _RailLogicSystem_ _/helpers/gui_helpers.lua:1
28: attempt to index global 'game' (a nil value)
Did I do something wrong?
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by orzelek »

You didn't.

Mod needs to be updated to be compatible with current version.
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Freetambo »

Two weeks ago somebody posted a question about updating this mod on reddit. I downloaded the fix there, but now my Station go to controllers don't work after resuming a save. Which kind of sucks, since I had this awesome automated train dispatching system going on. :(
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by Arakasiii »

is there some trick to getting the rail switch to go horizontal. everything i've tried it remains vertical.
cheers
thewd
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by thewd »

I`ve updated some things in RLS. Switch now works correctly (well, it worked for me). Check it out.
https://forums.factorio.com/forum/viewtop ... 20&t=19236
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by mophydeen »

Xipheas wrote:Hi,

When trying to use this mod, I get an error
:

Code: Select all

_ _RailLogicSystem_ _/control.lua:3:
_ _RailLogicSystem_ _/helpers/gui_helpers.lua:1
28: attempt to index global 'game' (a nil value)
Did I do something wrong?
game.on_event(defines.events.on_gui_click, GUI.OnClick)

>>>

script.on_event(defines.events.on_gui_click, GUI.OnClick)
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Re: [MOD 0.12.X][0.0.8] Rail logic system

Post by GRAW »

mophydeen wrote:
Xipheas wrote:Hi,

When trying to use this mod, I get an error
:

Code: Select all

_ _RailLogicSystem_ _/control.lua:3:
_ _RailLogicSystem_ _/helpers/gui_helpers.lua:1
28: attempt to index global 'game' (a nil value)
Did I do something wrong?
game.on_event(defines.events.on_gui_click, GUI.OnClick)

>>>

script.on_event(defines.events.on_gui_click, GUI.OnClick)

Have the error quoted, but I've tried your fix as well as downloading a new control.lua that was supposed to fix the issue, it hasn't. I'm curious if anyone has figured it out, as it may relate to the new patches released recently.
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