Do note this posted under Ideas & Suggestion, not a bug per-se.
Hard to explain in words, so better to show it with this gif i made:
https://gfycat.com/amusedfirsthandkillerwhale
Mirror, in case gfycat is down :
https://i.imgur.com/n60saqG.gifv
Note: imgur slowdown the gif, the gfycat link is the real time version.
As you can see the train goes under ultra fast (logic) loop error due some condition.
It doesn't have anywhere to go, so the mod looping over and over the "skipped station" logic.
This is just a test map, with only 1 train.
But if you take a look at the script update, it's already at 0.14+ something, that's a enormous jump from the normal script update this mod use that's usually only 0.0X something.
On bigger case involving bigger number of train, this error will grind the game to a halt,
Which actually happen on my real playthrough.
From 60 fps, down to 10-20 fps.
While this error (on the test map) is a deliberate attempt; a bad design of circuit logic on my part.
But imagine a scenario where an external forces make this problem occur.
Let's say a circuit connection is lost due biter attack, resulting the circuit logic is broken.
With tons of mods, this sudden burst of burden on the system may not easy to tell by player which one is the problem.
So, what i'm suggesting is :
- The mod should detect if there's any overwhelming looping logic from a train.
It doesn't have to detect all train logic, just one is enough.
- When the mod detect it, it will halt the mod function and notified the player through console message.
- It's better to also notified which train ID / train stop names that gave this overwhelming loop. It will be helpful for player to pinpoint and fix the problem.
- In case a huge number of train is involved in this, and to prevent an overwhelming console message notification, limit the error console to certain number, say 5 train.
That would be all...
Thank you.