Project Cybersyn - Logistics Train Dispatcher


Creates a feature-rich train logistics network through cybernetic combinators. With just this mod you can coordinate the economic inputs and outputs of your entire megabase.

Content
3 days ago
1.1 - 2.0
25.6K
Logistics Trains Circuit network

g Depot ignores Train Limits

1 year, 10 months ago

Hi, I noticed that even when setting the train limits on all my depots to one, I still get cases where trains will get stuck at the depot entrance, even when there can be upwards of 10 empty spots. As far as I can tell, this due to the temporary stops forcing to go to a specific depot spot that another train has already taken, and your mod has not taken that into account. I think the temporary stops when returning to depot is unnecessary, and removing that would be a quick way to fix it.

Thanks.

1 year, 10 months ago

you can remove them by clicking the "return to same depot" setting on the depot combinator.

1 year, 10 months ago

I had this behavior as well. I had to configure each depot combinator to not require the train to return to the same depot. Once I'd cleared all the blockages by sending trains out to random places (with ctrl-click), everything got smooth again.

I don't know how the problem started, logically, unless there's something about the train remembering its depot that I don't understand. Every train in my base has its own depot, so I'm not sure how a second train would be sent to a depot .. Ok I have a thought. Perhaps this is what happened:

I had trains in-flight when I launched with the new patch. Train 1 parked at depot 1. Train 1 dispatched. Train 2 finished its route and parked, also at depot 1 (because its schedule was pre-patch). When eventually both trains needed to be parked, whichever came in last would sit behind.

I think that makes sense. If I want to use that toggle on a running megabase, I think I'd need a way to call all the trains home before configuring it to the "require" setting.

1 year, 10 months ago

hmm, I might of screwed up the migration, old worlds should have require same depot turned off by default, exactly because that will happen in old worlds.

1 year, 10 months ago

I found the issue, it was a broken migration for old worlds. Patch 1.2.5 has a fixed migration that will go through all depots in your world and set require same depot to unchecked as was originally supposed to happen in 1.2.2.

1 year, 10 months ago

Thank you very much!

1 year, 10 months ago

Wonderful thank you!

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