Search found 9 matches
- Sat Jul 20, 2019 6:46 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 264568
Re: Friday Facts #304 - Small bugs; Big changes
Another solution for the issues of complexity and lack of unique recipes for light oil would be to simply delete light oil, and move the efficient recipe for solid fuel to heavy oil.
- Sat Jul 20, 2019 6:06 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 264568
Re: Friday Facts #304 - Small bugs; Big changes
I gave it some thought and there may be 2 good solutions to the oil problem:
1) have 3 different basic oil processing recipes, each with single output petroleum, light or heavy oil,
2) have basic oil processing as it is now but any excess of products that are not taken out will be burnt off; if ...
- Sat Jul 20, 2019 1:09 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 264568
Re: Friday Facts #304 - Small bugs; Big changes
I'm not keen on the oil processing changes for two reasons:
Postponing the complexity spike does no favours to the player. It's still going to hit at Advanced Oil, and probably worse as newer players will likely have built for the basic recipe, and will be blindsided by the substantial extra space ...
Postponing the complexity spike does no favours to the player. It's still going to hit at Advanced Oil, and probably worse as newer players will likely have built for the basic recipe, and will be blindsided by the substantial extra space ...
- Wed May 08, 2019 12:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.31] Crash after train finishes a schedule composed of multiple temporary stops with no wait conditions
- Replies: 3
- Views: 2795
Re: [kovarex] [0.17.31] Crash after train finishes a schedule composed of multiple temporary stops with no wait conditio
Just tried again, and it still crashes.
Attached is a 7z file with log, dump, and a save file with the following slight updates:
* All mods removed
* Train already on the roundabout and set up with a schedule that'll crash the game reliably for me, just needs fuel.
Edit: you may have a couple of ...
Attached is a 7z file with log, dump, and a save file with the following slight updates:
* All mods removed
* Train already on the roundabout and set up with a schedule that'll crash the game reliably for me, just needs fuel.
Edit: you may have a couple of ...
- Mon Apr 15, 2019 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.31] Crash after train finishes a schedule composed of multiple temporary stops with no wait conditions
- Replies: 3
- Views: 2795
[kovarex] [0.17.31] Crash after train finishes a schedule composed of multiple temporary stops with no wait conditions
Attached: Save file and log.
Mods: Some, but none that should affect train behaviour.
Description: When a train reaches the end of a schedule that consists solely of temporary stops that have all had their wait conditions removed, the game crashes.
Reproduction (using attached save file):
* Place ...
Mods: Some, but none that should affect train behaviour.
Description: When a train reaches the end of a schedule that consists solely of temporary stops that have all had their wait conditions removed, the game crashes.
Reproduction (using attached save file):
* Place ...
- Tue Oct 17, 2017 2:29 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1002161
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I've been messing around a bit with the offside priority roundabout I posted earlier, trying to work out ways to where when train A exits a roundabout, train B can enter the roundabout without forcing train C to stop at the chain signal. Ideally, train C would be forced to slow down for just long ...
- Thu Oct 12, 2017 8:29 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1002161
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I like the idea, but there are some challenges to implementation. Firstly, you want trains moving swiftly through junctions, but not so fast they speed-reserve blocks too far ahead. Secondly, if a train's path has multiple branches, it becomes problematic to detect their overall path through the ...
- Wed Oct 11, 2017 10:37 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1002161
Re: 4-way intersections: Throughput and deadlocks [image heavy]
When it comes to roundabouts, at least, circuits would be needed to force respect for the offside priority rule (ie, traffic within the roundabout has priority over traffic waiting to enter it). If I get time this evening I might test a simple roundabout with quadrants of a full train length that ...
- Wed Oct 11, 2017 4:00 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1002161
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Thank you for this thread! Excellent information, and the test-bench map is lots of fun for experimentation. I have one quick question about the test methodology. Do you reset the counters as soon as you start the trains, or do you let the trains run for a few minutes first to let it settle into a ...