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The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side. There is a workaround however: If you change the default provide threshold in the Mod Settings of LogisticTrainNetwork to something very high (200k+) - a station without an active combinator will not provide anything. That way, if the train composition changes, for example due to manual coupling or automatic coupling using I have a dream about implementing logistic outpost proxies and I have the loading part all worked out so I can request arbitrary precise quantities of stuff to be loaded into a train.

Ability to switch constant combinators on or off from anywhere on the map to simplify sending signals to the network based on player's decisions. The advanced stuff. New combinator graphics. The constant combinator is part of the circuit network and one of three types of combinators available in the game (the other two being the arithmetic combinator and decider combinator). Post your ideas and suggestions how to improve the game.Add the functionality of a Constant Combinator to a locomotive to let it output arbitrary values to the circuit network when a train station has "read train contents" enabled.A similar suggestion has already been made in the following threads:I'm using the fish method at the moment, just feels like a kludge giving up inventory space for identification purposes, along with messing with the train full/empty conditions.Unfortunately, the Factorio devs decided to only implement the unique ID for version 0.15.11, but not the user-defined ID.

They come with a custom GUI to ease the control of LTN signals. This does two useful things: lets you set an unambiguous signal that a train is at … New combinator graphics and graphical improvements.

0.12.2: Combinators no longer turn off when no wires are connected.

Which signals are visible can be adjusted in the "Mod Settings" menu. Copyright © 2015 - 2020 Wube Software - all rights reserved. Set the Arithmetic Combinator to [Desired Item] * -1 outputting [Desired Item]. LTN Combinator uses Factorios upgrade feature. More virtual signals.

Fixed LTN Combinator for >=v 0.18.28 zip download.

Decider combinator "input count" option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition. Even the LTN signals with custom inputs. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. New combinator graphics.

To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button. Mod forked from Circuit Map Pinger by SpaceCat-Chan. One other thing I like about the original poster's suggestion is that the constant combinator should be attached to the individual locomotive and not just the train. Separating those signals into two combinators would require too much work.

Send an 'Artillery Remote' signal to order your artillery to shoot.
Constant Combinator: This one is simple. 0.12.5: Combinators now emit light. The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections.

0.12.5: Combinators now emit light.

It constantly outputs the selected signal(s) to all connected wire networks without the need for a specific input, and can be turned on/off in the GUI manually. This mod also adds an new command: Use /ltncopen while hovering any LTN Combinator on the map to open and edit signals without range limitations.
help() → string: All methods, and properties that this object supports. Here I am stuck trying to figure out how to "compress" the logistic needs of the outpost down to just a few bits of information I can afford to convey by loading superfluous cargo onto the train (this cargo can not potentially be trash from the outpost or else trash conveyance would be compromised). Negating the left operand of a modulo negates the result, while negating the right operand does nothing:

Adds a new type of Constant Combinators to the game. Hmm, simplest solution off the top of my head would be to output belt contents to both a Decider and an Arithmetic Combinator. X and Y to set the relative position.

signals_count:: uint [R] The number of signals this constant combinator supports valid:: boolean [R] Is this object valid? The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal. They can replace existing constant combinators while preserving all signals. [16.22] Constant combinator not displaying labels Post by Trblz » Fri Feb 02, 2018 3:28 pm I am using a constant combinator in blueprints to map which side of the belt has which resource. Add the functionality of a Constant Combinator to a locomotive to let it output arbitrary values to the circuit network when a train station has "read train contents" enabled. 353. source code.

How does the train communicate the needs of the outpost back to the main-base? Send an 'Artillery Remote' signal to order your artillery to shoot. When train stops in station, combinator turns on and starts outputting, and when train leaves station, station dies, wagon dies, etc, combinator is turned off. NOT the items above.Scenario: Requestor Station, I Want to stop requesting items, so i switch the output off, and because there is items in the chests, LTN thinks now thinks this is a Provider stations because all items are turned off, including the "provider threshold".LTN-C is just one vanilla constant combinator and all signals are in there.

They come with a custom GUI to ease the control of LTN signals.

Yes, it is better and more functional. Output the same constant circuit network signal for all Global constant combinator entity.

I didn’t even think about the default provide threshold.

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