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Caconym posted:Does anyone know how LTN handles different provider stations providing the same item? You could mess with the priorities to use your byproducs first. No idea what it does if everything is the same priority
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# ? Oct 31, 2021 23:32 |
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# ? May 11, 2024 10:01 |
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Caconym posted:Does anyone know how LTN handles different provider stations providing the same item? In my experience, it pulled from one supplier until that supplier was no longer at the threshold. Which one it chooses from may have to do with distance, but I have memories of one supply depot being full and the other constantly running dry...
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# ? Oct 31, 2021 23:42 |
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Tamba posted:You could mess with the priorities to use your byproducs first. No idea what it does if everything is the same priority Ooh, thanks, I forgot priorities were a thing. But then I also spent way too long making a rather simple AND-latch to stop flaring any excess gases if all storage tanks are above 80% full. Turns out a single arithmetic combinator feeding into single decider was all I needed (combined with overflow valves). It's obviously been way too long since my formal logic classes.
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# ? Nov 1, 2021 01:36 |
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Also another thing that I notice a lot of people miss, you can have one provider station provide both an item and a liquid, and you can request as many things as you have room for at a requester station.
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# ? Nov 1, 2021 09:27 |
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Caconym posted:Ooh, thanks, I forgot priorities were a thing. I think I was a bit tired yesterday... All I needed was of course the single decider, input everything, greater than 280k (80% of the 350k Jax tanks) output 1, and then set the (invisible here) pumps on the flare stacks to only work if output != 1. So they'll flare if the pipe system has more than 80% of their specific product (through the blue overflow valves) AND at least one of the three tanks have less than 280k of their product. So in essence "keep refining gas by flaring off excess until all three tanks are at 80% then stop flaring".
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# ? Nov 1, 2021 10:17 |
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Close, but for two things. 1. You have overflow valves already in place on each of the three pipelines, which only open if there is more than 80% fluid in the adjacent pipe segment. Compounded with.. 2. Pumps act as one-way valves. So your pumps at the flare stacks will turn on when your tanks are >80% capacity, but they will not receive any fluid until the tanks are at capacity and the pipes leading to them start filling up.
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# ? Nov 1, 2021 15:09 |
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Sage Grimm posted:Close, but for two things. Yes, but not quite, the pumps turn on when at least one tank is at _less_ than 80%, but will still only flare those products that get through the valves, that is, the products that would otherwise back up and stop the system. So this means I burn off excess only from the full tanks, and only until all three products are at 80%, but then flaring will stop and the upstream refineries will back up and stop until a tank falls below 80% again.
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# ? Nov 2, 2021 12:39 |
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it is pretty amazing just how annoying blue science gets in krastorio/space exploration just with the minor change of sulfur>sulfuric acid in terms of making stuff compact. Couldn't find a way to fit 4 lanes in the tier 1 factorissimo building while still having room for beacons.
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# ? Nov 2, 2021 13:14 |
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Caconym posted:Yes, but not quite, the pumps turn on when at least one tank is at _less_ than 80%, but will still only flare those products that get through the valves, that is, the products that would otherwise back up and stop the system. Neat and well-thought out; my apologies for misunderstanding then. The pumps and valves things were something that felt like a "gotcha" while I stumbled through Bob's and wanted to raise awareness.
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# ? Nov 2, 2021 14:01 |
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Am I missing something obvious in regards to radiation damage in krastorio? it has a personal reactor that uses nuclear fuel, but carrying nuclear fuel will absolutely kill you.
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# ? Nov 3, 2021 12:57 |
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Nalesh posted:Am I missing something obvious in regards to radiation damage in krastorio? it has a personal reactor that uses nuclear fuel, but carrying nuclear fuel will absolutely kill you. The better armors and/or shields protect you from radiation
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# ? Nov 3, 2021 13:18 |
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And once the fuel is in the reactor it doesn’t damage you.
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# ? Nov 3, 2021 13:27 |
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Ugh why do I have this urge to start over my SE game with K2 24 hours in. edit: doin it Garfu fucked around with this message at 19:58 on Nov 3, 2021 |
# ? Nov 3, 2021 14:20 |
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Nalesh posted:Am I missing something obvious in regards to radiation damage in krastorio? it has a personal reactor that uses nuclear fuel, but carrying nuclear fuel will absolutely kill you. There’s supposed to be an option which turns off rad damage, not sure if it’s in the game or you have to edit a text file for it. Even going near a green ore patch can kill you dead in seconds, before you get decent armor, it’s pretty silly, so I encourage turning it off.
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# ? Nov 3, 2021 20:19 |
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LonsomeSon posted:There’s supposed to be an option which turns off rad damage, not sure if it’s in the game or you have to edit a text file for it. The option to disable is a map option for the mod, can’t be changed on an existing map as far as I know.
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# ? Nov 3, 2021 20:36 |
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/kr-disable-radioactivity This will disable achievements, but it will also disable radioactivity.
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# ? Nov 3, 2021 20:49 |
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what's ya'lls fuel of choice for stuff btw, just found out supersonic trains can't use the aai fuel things for some reason. Also speaking of supersonic trains, anyone know of a mod that gives it a vehicle grid that works with krastorio? Nalesh fucked around with this message at 21:27 on Nov 3, 2021 |
# ? Nov 3, 2021 21:10 |
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Nalesh posted:what's ya'lls fuel of choice for stuff btw, just found out supersonic trains can't use the aai fuel things for some reason.
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# ? Nov 4, 2021 03:16 |
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Start with coal, switch to solid fuel when I can. Then slowly switch over to using electric furnaces. For trains, I stop at solid fuel, unless my oil or nuclear industry get big enough to support rocket/nuclear fuel.
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# ? Nov 4, 2021 04:24 |
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Solumin posted:Start with coal, switch to solid fuel when I can. Then slowly switch over to using electric furnaces. Does coal liquidation effectively increase the energy per unit of coal when cracking surplus heavy to light and light to solid fuel?
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# ? Nov 4, 2021 04:44 |
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Interesting question! No idea. I usually end up needing to feed all my coal into industrial applications (plastic, grenades, etc.) so switching to solid fuel is a solution to a resource problem, not an energy production one.
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# ? Nov 4, 2021 04:55 |
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Breetai posted:Does coal liquidation effectively increase the energy per unit of coal when cracking surplus heavy to light and light to solid fuel? The wiki says yes - it produces 8.7 MJ of solid fuel per unit of coal, so it slightly more than doubles the energy per unit.
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# ? Nov 4, 2021 05:43 |
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I have regrets.
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# ? Nov 5, 2021 06:11 |
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Really wish there was stock small tanks that held like 5000 units of fluid so you could use pumps as overflow and one way valves without needing to wait for 15k of fluid to build up in a 25k tank.
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# ? Nov 5, 2021 17:07 |
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Drone_Fragger posted:Really wish there was stock small tanks that held like 5000 units of fluid so you could use pumps as overflow and one way valves without needing to wait for 15k of fluid to build up in a 25k tank. You unlock circuits at pretty much the same time as oil so just connect a wire from the tank to the pump?
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# ? Nov 5, 2021 17:14 |
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Drone_Fragger posted:Really wish there was stock small tanks that held like 5000 units of fluid so you could use pumps as overflow and one way valves without needing to wait for 15k of fluid to build up in a 25k tank. A tank outputs its contents to the circuit network, so you can wire a pump to a tank directly and the pump turn on when "Oil < 5000".
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# ? Nov 5, 2021 17:35 |
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Still trying to remember how to do signals properly, and been having quite the trouble with this specific T intersection getting deadlocked, hopefully fixed it now but if anyone got any suggestions on how to make it simpler, do say so.
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# ? Nov 5, 2021 18:33 |
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Nalesh posted:Still trying to remember how to do signals properly, and been having quite the trouble with this specific T intersection getting deadlocked, hopefully fixed it now but if anyone got any suggestions on how to make it simpler, do say so. Why are you only using regular signals? Use chain signals at the entrances and regular signals at the exits (but only if a full train can fit between the regular signal and the next signal.
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# ? Nov 5, 2021 18:38 |
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Nalesh posted:Still trying to remember how to do signals properly, and been having quite the trouble with this specific T intersection getting deadlocked, hopefully fixed it now but if anyone got any suggestions on how to make it simpler, do say so. Put the regular signals at the exits, and chain signals at the entrances. You can open up the signal tutorial by clicking Tips and Tricks (Graduation cap) at the top right, then scroll down to Trains, and then watch and play Train Signals Basic and Train Signals Advanced. Charles 1998 fucked around with this message at 19:33 on Nov 5, 2021 |
# ? Nov 5, 2021 19:29 |
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Charles 1998 posted:A tank outputs its contents to the circuit network, so you can wire a pump to a tank directly and the pump turn on when "Oil < 5000". Tanks try to follow the same %full rules as the rest of the pipe network they’re connected to, it’s easier to pump overflows and under flows using circuit network on smaller tanks because you don’t have to fill a tank with say, 20k heavy oil before it overflows to your lubricant factory. Smaller tanks make those more responsive since they only need to contain 4000 fluid rather than 20k
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# ? Nov 5, 2021 20:29 |
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ok I admit I've been sleeping on chain signals, holy poo poo they make things easier.
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# ? Nov 5, 2021 21:01 |
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Drone_Fragger posted:Tanks try to follow the same %full rules as the rest of the pipe network they’re connected to, it’s easier to pump overflows and under flows using circuit network on smaller tanks because you don’t have to fill a tank with say, 20k heavy oil before it overflows to your lubricant factory. Smaller tanks make those more responsive since they only need to contain 4000 fluid rather than 20k Hmmm, I guess I'm wondering how a setup like this wouldn't work. The consumer pipe would always be almost full, while the tank would be at most 5000 fluid., code:
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# ? Nov 5, 2021 21:12 |
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Charles 1998 posted:Hmmm, I guess I'm wondering how a setup like this wouldn't work. The consumer pipe would always be almost full, while the tank would be at most 5000 fluid., Yeah I do this all the time and it works great.
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# ? Nov 5, 2021 21:21 |
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Drone_Fragger posted:Tanks try to follow the same %full rules as the rest of the pipe network they’re connected to, it’s easier to pump overflows and under flows using circuit network on smaller tanks because you don’t have to fill a tank with say, 20k heavy oil before it overflows to your lubricant factory. Smaller tanks make those more responsive since they only need to contain 4000 fluid rather than 20k Pipes are nearest-first (mostly). So if you have heavy oil flowing to both a buffer tank for lube, and a light oil producer, the one that comes first will fill up first. So put your buffer tank after your light oil production, then on the output of that tank put a pump to your lube production. Set the overflow value to anything at all, even as low as 1k, and its activation will never deprive your light oil production of inputs.
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# ? Nov 5, 2021 22:02 |
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Nalesh posted:Still trying to remember how to do signals properly, and been having quite the trouble with this specific T intersection getting deadlocked, hopefully fixed it now but if anyone got any suggestions on how to make it simpler, do say so. When placing a signal, always ask yourself: "Would it be alright, if a train went past this signal and stopped at the next signal, possibly for a long time?" if the answer is "sure, no problem", you place a regular signal. If the answer is "hell no, that would break everything", then you place a chain signal. That's all you need to know to design a working rail system.
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# ? Nov 5, 2021 22:05 |
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Also anyone know of a mod that adds higher tier train fuels/trains a la supersonic trains, but without having to use those really ugly repainted trains? Doesn't have to be stupid fast like those, but some improvement would be nice.
Nalesh fucked around with this message at 22:49 on Nov 5, 2021 |
# ? Nov 5, 2021 22:10 |
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Thunk so I have no loving clue how modding works in this game nor how the train mechanics work in terms of code and how they dictate being on a track. BUT, how much work would creating tunnels do you nerds think? I am also envisioning underground tunnels. Might be too janky to be worth the effort though.
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# ? Nov 6, 2021 05:23 |
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Jeesis posted:Thunk so I have no loving clue how modding works in this game nor how the train mechanics work in terms of code and how they dictate being on a track. Why would you want tunnels when this exists? https://www.youtube.com/watch?v=QAahBoEqgHQ
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# ? Nov 6, 2021 05:44 |
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After MUCH struggling and debugging, I think I've finally worked the kinks out. This is a cargo-agnostic train system with one kind of train and two kinds of station (named station and depot). All trains alternate between station and depot, and the circuit system handles all dispatching to make sure that empty trains always go to the right inputs and full trains always go to the right outputs. Trains won't go to an input unless there is a different station requesting that material as an output. Outputs keep track of materials incoming (including those not arrived yet) and outgoing, and only request when below a threshold set by a constant combinator. All stations can have material types, min / max material amounts and max train counts set via constant combinator, with no hard-coded logic for specific materials. Any item in the game can be used, included modded items (no lookup tables). It's not shown, but I support both solid and fluid trains with the same stations by changing one combinator output from green to blue. Depots can handle either. And of course the most important part - it's all 100% vanilla compatible. Still needs some more testing in something bigger than a toy setup. I'll post a more detailed walkthrough when I'm sure it works without issues in my real game. KillHour fucked around with this message at 08:25 on Nov 6, 2021 |
# ? Nov 6, 2021 08:21 |
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# ? May 11, 2024 10:01 |
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poo poo, if there are two stations both requesting the same train, the one that doesn't get picked will erroneously add that train's cargo to its expected total. I need a memory cell to hold the amount of cargo from the last train and the difference in train count between request and the next tick so I can subtract it again if it doesn't get picked. I also needed to rename the fluid stations something different because while the train can tell if its a fluid train or a solid train, the depo cannot and can't broadcast that when offering the train up so if both a solid and fluid station reply requesting the train, the train can choose the wrong one. That was an easy fix though and I don't plan on having mixed solid and fluid stations because that would be a nightmare anyways. The only option I can think of to have fluid stations be named the same as solid stations is to have the depo pump in a single unit of fluid and then take it back out but that would be insanely complicated for basically no benefit. The bigger issue with fluid trains is you can't measure flow rate to deduct a memory cell so I had to fall back to just measuring the contents of tanks at the station, meaning a fluid station can request additional trains even if it would otherwise be full if a train is already on its way. I don't think I can fix this. KillHour fucked around with this message at 19:57 on Nov 6, 2021 |
# ? Nov 6, 2021 19:49 |