[0.15.11] Disabled Train Stations - circuit network
Posted: Wed May 17, 2017 7:20 am
So I had setup a supply train a few days ago on 0.15.10 and everything was working fine. Today after updating to 0.15.11 the train now gets stuck. I am aware of the output signal and will be making a slight adjustment but....I am not honestly sure if this will be considered a bug or not.
The way it worked was this. Train pulled into station with special item and stopped, because that item existed it would then disable the station. The train would still be considered stopped at the train station and send the contents to the circuit network. It would unload what it needed then after 5 seconds of inactivity move to the next station. This was done by having all the stations with the same name and on a single directional track. Thus the need to disable the station it was at so it would move to the next one. It worked flawlessly till the new update.
Now what I suspect is the problem and the only thing that makes sense is this. Now when the train stops at the station it disables it however I assume this is the point where it breaks. I think it stops sending the contents of the train to the network which then causes the station to enable again. Since the station it is at is the closest one and its enabled again, it stops back at it. Then the problem loops never ending.
The problem is amplified by this because the train never moves the inactivity timer never resets. Since I use a inactivity of 5 seconds it flickers and with every tick is trying to go to the next station.
You can see how fast its actually flickering in the full sized version
https://gfycat.com/EmotionalInformalCavy
Station setup
How to reproduce
1. Have stations all named the same add 2 of them to the list with a wait condition of inactivity 5 seconds (wait condition doesn't matter)
2. Send train contents to circuit network.
3. Wire something with inserters (doesn't matter)
4. Set Enable/Disable for train to something = 0
5. Set the train to auto and then it will goto that station and never be able to leave again.
I do realize their is another method to resolve this by adding another train station right past it and with the new output signals I can wire it to a pole so it sees itself and instantly leaves.....However I felt the solution I had was so much cleaner.
tl;dr
The train stations now no longer continue sending the contents of it to the circuit network if they become disabled after a train was stopped there.
The way it worked was this. Train pulled into station with special item and stopped, because that item existed it would then disable the station. The train would still be considered stopped at the train station and send the contents to the circuit network. It would unload what it needed then after 5 seconds of inactivity move to the next station. This was done by having all the stations with the same name and on a single directional track. Thus the need to disable the station it was at so it would move to the next one. It worked flawlessly till the new update.
Now what I suspect is the problem and the only thing that makes sense is this. Now when the train stops at the station it disables it however I assume this is the point where it breaks. I think it stops sending the contents of the train to the network which then causes the station to enable again. Since the station it is at is the closest one and its enabled again, it stops back at it. Then the problem loops never ending.
The problem is amplified by this because the train never moves the inactivity timer never resets. Since I use a inactivity of 5 seconds it flickers and with every tick is trying to go to the next station.
You can see how fast its actually flickering in the full sized version
https://gfycat.com/EmotionalInformalCavy
Station setup
How to reproduce
1. Have stations all named the same add 2 of them to the list with a wait condition of inactivity 5 seconds (wait condition doesn't matter)
2. Send train contents to circuit network.
3. Wire something with inserters (doesn't matter)
4. Set Enable/Disable for train to something = 0
5. Set the train to auto and then it will goto that station and never be able to leave again.
I do realize their is another method to resolve this by adding another train station right past it and with the new output signals I can wire it to a pole so it sees itself and instantly leaves.....However I felt the solution I had was so much cleaner.
tl;dr
The train stations now no longer continue sending the contents of it to the circuit network if they become disabled after a train was stopped there.