For Project Cybersyn we have considered various workarounds, up to and including just forcing the priorities of all same-named stops to 50. Ultimately we settled on issueing a warning when a controlled train lands at a stop with priority not equal to 50.
We have simply been telling people not to ...
Search found 4 matches
- Tue Apr 01, 2025 1:19 am
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 875
- Mon Mar 31, 2025 9:18 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 875
Re: [2.0.43+] Routing trains to specific stops
With the addition of the new and very helpful LuaSchedule API, I thought it would be a good time to raise this issue again. Having to use intermediating rail stops causes fundamental issues with the builtin priority and train limits systems.
Being able to schedule a train directly to a specific ...
Being able to schedule a train directly to a specific ...
- Mon Nov 11, 2024 6:17 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 875
Re: [2.0] Routing trains to specific stops
Changed the title.
I don't think it's a duplicate, though. All of the information and developer responses in that thread are no longer valid due to the introduction of train priority. This is a new issue that was solvable in 1.1 but isn't in 2.0.
I don't think it's a duplicate, though. All of the information and developer responses in that thread are no longer valid due to the introduction of train priority. This is a new issue that was solvable in 1.1 but isn't in 2.0.
- Sun Nov 10, 2024 5:43 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 875
Routing trains to specific stops
Mods that generate train schedules often want to send trains to particular stations, even in the absence of unique station names. However, train schedules send trains by station name and can't target particular stations.
In 1.x, mods like LTN would work around this by adding the coordinates of a ...
In 1.x, mods like LTN would work around this by adding the coordinates of a ...