[PEBKAC Error- disregard] Trains and combinators

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
garion911
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[PEBKAC Error- disregard] Trains and combinators

Post by garion911 »

Edit: seems that this was a timing/cycle issue in my circuits.

Hi all. I have a weird problem thats driving me nuts.

I created a central train depot, where all trains go through. Each train only serves one type of product (ie: iron train, green circuits train, etc) I have the same name for the stops for each product (Iron supply, iron unload, green supply, green unload). There's multiple of each of those stations. Each station has combinator logic to say "hey, I need a train".. The central station receives this signal, and then may release a train that matches that particular request. (In this case, all the trains in the depot are full, waiting to be sent to the unload stations).

Whats happening is that I occasionally get a train, that go to the central depot, stop, and then continue on, even though there is no request for it.. I've checked and rechecked my logic. It works for SOME trains, even trains of the same type. In other words, I'll have a steel train that sitting there waiting for the steel signal, but then another steel train comes along, stops and goes through. The circuits are the same, and the config is the same on the train. Its like its remembering that it was released before, so keep going. Its bizarre. I can 'fix' by removing all the stops from the train schedule, except the central depot, wait for it to get to the depot, and then re-add the stops to the schedule.

I know thats probably clear as mud, but its hard to describe.

More info: MacOS, playing multiplayer on a remote server. 0.16.36.
Attachments
multiplayer-test.zip
(27.97 MiB) Downloaded 75 times
Last edited by garion911 on Tue Apr 17, 2018 3:39 am, edited 1 time in total.
Loewchen
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Re: Trains and combinators

Post by Loewchen »

You need to dense this down to a gameplay mechanic not working correctly, e.g. post a save with the player next to a combinator/train that violates its mechanic a few seconds later, or you could build a smaller test case that breaks. Describe as exact as possible what part breaks and what you expect that part to do instead.
garion911
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Re: Trains and combinators

Post by garion911 »

Ack. somehow the post lost the second part of my post..

In the save game I uploaded, If you go to the series of 'WAIT' train stops, thats my central station... Then the train loaded with steel thats just due south of it, facing west, about to turn north, is one of the trains that exhibits the problem. Just send that train to the Wait stop, and it'll blow through, when I expect it to stop.

My combinator logic is a bit wack, but... There's a green signal toward the top of each station that contains the requested items. When a train comes in, it looks at the contents, compares to the requested, and if it is requested, then it sends a G signal (there's other logic, I'm trying to build something to account for enroute trains, but thats not hooked up right now). there's also some logic at the bottom of the stops, there says if there's a train, and its empty, then send G to the train, to let it through.

I suspect that this may be one of those things where if I try and rebuild it in smaller form, then it'll just work, as evidenced by me rebuilding the train schedule fixing my issue.
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