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1.2.5 Experimental (#22)
* prepared for 1.2.2 * updated todo * fixed bad code * made wagon control spread out items * updated changelog * implemented disabled inactivity condition * added depot settings * added a bunch of settings * fixed a crash from network each * started adding network each to depots * finished adding network each to depots * improved defaults * added capacity priority * fixed se bugs * updated changelog * flipped sign of outputs * fixed migrations * added support for cargo at depots * fixed crash * improved allow cargo in depots * fixed changelog * fixed migration * finished testing new features * added more map settings * updated readme * updated locale * updated readme * updated readme * bugfixes * updated version * added migration * fixed crash * 1.2.4 * 1.2.5 bugfix * fixed migration version
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@@ -6,7 +6,7 @@ Behold one of the most feature-rich and performant train logistics network mods
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## Quick Start Guide
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Copy the contents of [Project Cybersyn Official Example Blueprints](https://raw.githubusercontent.com/mamoniot/project-cybersyn/main/cybersyn_blueprints.txt) and paste them into the import blueprint text box to see examples of how to create a functional network. I highly recommend taking a look at these; the blueprint book showcases both the basics of the mod and highly advanced designs you can create.
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Copy the contents of [Project Cybersyn Official Example Blueprints](https://raw.githubusercontent.com/mamoniot/project-cybersyn/main/cybersyn_blueprints.txt) and paste them into the import string text box to see examples of how to create a functional network. I highly recommend taking a look at these; the blueprint book showcases both the basics of the mod and highly advanced designs you can create.
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Within Project Cybersyn, you can think of requester stations as requester chests, provider stations as passive provider chests, depots as roboports and trains as the logistics bots. There is a direct correspondence between the Cybersyn train network and Factorio's robot logistics network.
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