SSPP Logistics Train Mod

by jagoly

A logistics train mod that aims to be as pleasant to use as possible, even when knee-deep in byproducts. SSPP stands for Source-Sink-Push-Pull.

Content
10 days ago
2.0
584
Logistics Trains

b Just clicked a station

3 months ago

The mod SSPP Logistics Train Mod (0.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event SourceSinkPushPull::on_gui_opened (ID 96)
SourceSinkPushPull/scripts/lib.lua:340: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
SourceSinkPushPull/scripts/lib.lua:340: in function 'combinator_description_to_request_items'
SourceSinkPushPull/scripts/gui/station.lua:559: in function 'station_open'
SourceSinkPushPull/scripts/gui.lua:20: in function <SourceSinkPushPull/scripts/gui.lua:14>

3 months ago

Tried to delete the same station

===========
The mod SSPP Logistics Train Mod (0.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event SourceSinkPushPull::on_train_changed_state (ID 27)
The mod SSPP Logistics Train Mod (0.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event SourceSinkPushPull::on_train_changed_state (ID 27)
SourceSinkPushPull/scripts/main/hauler.lua:26: assertion failed!
stack traceback:
[C]: in function 'assert'
SourceSinkPushPull/scripts/main/hauler.lua:26: in function 'hauler_disabled_or_destroyed'
SourceSinkPushPull/scripts/main/hauler.lua:58: in function 'hauler_set_to_manual'
SourceSinkPushPull/scripts/main.lua:77: in function <SourceSinkPushPull/scripts/main.lua:61>
stack traceback:
[C]: in function 'newindex'
__SourceSinkPushPull
/scripts/main.lua:89: in function <SourceSinkPushPull/scripts/main.lua:61>

3 months ago

here is a save. https://dropmefiles.com/DgZ7H

When I try to interact with station, or delete it any way (bots or myself doesn't matter) game crashes

3 months ago

In general, the game starts to crash when trying to add a seventh resource to the request. It still works with six, but after adding the seventh, the next time the GUI station is opened, it crashes.

3 months ago

Oh. Oh no. This is... extremely terrible. It seems the game just cuts off the end of combinator_description if it gets longer than 499 characters...

I can adjust the format so that it's a lot more compact, but I will need to add a cap of 10 items per station which kind of sucks. There's not really any way around this sadly without breaking blueprints or requiring even more combinators due to modding api limitations.

3 months ago

This is a very serious and unpleasant limitation :(((. It is clear that this is within the framework of the concept of "large deliveries of a small amount of resources", but the fact of such a limitation is somewhat annoying :)

3 months ago

It's probably worth noting that I'm not designing around the existence of enormous combined chests. With vanilla chests, you can really only at most get 12 (really slow) items per wagon without some ridiculous circuit mess, and even that takes more space by area than if you just did two 6 item stations. You reach a point where you'd be using a lot less space, and have much better throughput, by just using multiple stations. Plus, 12 items at one station would mean you'd need 11 trains worth of waiting area to be 100% deadlock proof (SSPP does not support train limits. Hate to rag on cybersyn, but train limits are another one of those things that cybersyn says it supports but will actually silently break several of it's other features if you use them.)

3 months ago
(updated 3 months ago)

But yeah, limiting the number of resources isn't ideal, I'm just not sure how I can get around it without requiring more combinators. Storing data in a way that works with blueprints is really limited.

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