The wiki lists all situations, where a train tries to recalculate it’s path, and of course different networks doesn’t matter in this calculation, cause the last change could have connected two separate networks.mrvn wrote: ↑Mon Aug 26, 2019 11:34 amDoes the train system have separate networks for tracks that aren't connected? If so then:ssilk wrote: ↑Sat Aug 24, 2019 7:09 amWhat the OP points to, is that if you have many trains waiting, laying new tracks becomes a pain. Because I don’t have that problem ... even with 200 running trains, in a 300 Kilometer large train network, I can use the trainlayer mod without seeing a difference in ups. It’s only the waiting trains, that make this problem.
So this problem is a special case and a quite simple solution would be to have a mod, that turns off all trains, that are currently waiting. It could be smart: when the player puts a track or signal into the hand (or enter raillayer train), and the number of waiting trains is above some limit, the mod can begin to stop the trains. When he puts the tracks out of hand it can restart the trains. Doesn’t look very complicated.
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https://wiki.factorio.com/Railway/Train_path_finding
With these rules you might be able to think about how many trains are involved to be forced to recalculate their paths and how to change that. I recommend using the debug mode (see also wiki) for that; there are some useful debug options that can help you with that.
Because changing that rules (by making them more clever) will introduce many bugs as side effects, because the system is very complex - as you might see due to the number of rules involved. So there is a very low chance that this will be changed.