![]() I tried three already and in all cases i just load up the save, let game run and in couple mins (on third i swapped game speed to higher, so it was really quick) it crashes on same error. Its still got some key features and mod compatibility outstanding, so intended for demonstration, testing and experimenting purposes. The design can be easilly tiled by overlapping the beacons side-to-side and end-to-end in order to create 2 row circuit producing monster and maximizing the effect. Factorio-Railway-Tunnel ALPHA MOD Early release of the mod that should be fully functional. Im using latest experimental version: 0.18.32 To Reproduce For late game when green circuits are in huge demand and modules pose no problem, this circuit production setup can't be beat 45/s circuits out, only 34.5 copper and 32.2 iron in. ![]() Was working fine for couple hours, in last twenty minutes I added 10+ trains, which might have messed up something in processing. Let me know if I missed some required info / if I can help out somehow in solving it.įor while the mod wasnt working and was whining that standard "Cannot open LTN Manager yet Either translations are not yet finished or LTN hasn't send any data" which got fixed in some of its updates / by running refresh command. Im not sure why it it crashed there tho :/. If train.state = ain_state.wait_station and train.station ~= nil and ltn_stop_entity_names thenĮlseif event.old_state = ain_state.wait_station and global.StoppedTrains then - update to 0.16 log("(OnTrainStateChanged) Train name: ".tostring(Get_Train_Name(ain)).", train.id:".tostring()." stop: ".tostring( and _name).", state: ".tostring(event.old_state)." > ".tostring()) **188** function OnTrainStateChanged(event) Modded Factorio - Classification Rail YardThis is a proof of concept for realistic long-haul freight train operations in Factorio 0.17.x. Car equipment for train avoidance, logistic network integration, circuit network connectivity, fuel refill, ammo reload, radio control, enemy targeting, and gate control.
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