Spoiler
If a station close while a train is moving toward it the train just repath toward the next station in schedulemmmPI wrote: ↑Mon Jan 27, 2020 3:33 amMost likely true that's sort of my pleasure with factorio
I was thinking about a situation like this : 3 station called "Iron unload" are opened, each of them accepting 2 trains, so 6 trains are moving; full of iron 2 of them towards each station.Molay wrote: ↑Sun Jan 26, 2020 3:11 pm There should be no reason why a train would be stranded in the wild (at least no new reason, outside currently existing reasons). They only depart as needed. You can set a higher amount of allowed trains if you want to create a buffer area for them.
As to your idea of "only X of those 100 trains are allowed to go to that station", well, I don't exactly know what you mean. If the station has a certain name, and the train has that station name in it's schedule, it should be a viable destination. If it's not, your schedule is wrong and should be changed. If you want to do some crazy magic, you can of course still recreate everything with dozens or hundreds of combinators, arcane mathemagics and blocking of rail signals and disabling of stations.
Now 1 train is unloaded and makes 1 station closes because it is full, thus leaving 2 stations opened accepting 2 trains each. Out of the 6 initial trains, 4 are fine going to the station they were going, 1 one them is going back to reload, but there is this 1 last train, that was supposed to reach the station that is now closed.
This last train would be stuck in a weird spot, trying to reach station with the correct name on schedule would be made impossible due to the new rule of "X max number of train allowed" on the 2 remaining "iron unload". but there would be 2 station with correct name opened and the trains would have receive authorisation for transport at one time. I think this is one "new" case of train stranded in the wild.
This can already happens if a station is closed when a train is going to it, the train will freeze on spot when station close[If no other station are opened/in reach on schedule], this behavior could be made more frequent as a consequence of player's mistake with new rules. Or i missed a thing ?
I thought it could force player not using the feature to think about it to prevent interferences with other method of routing trains but the 3 states described seems to solve that part.
From earlier play with LTN,it seems sort of advanced feature, it requires a depot, and some sort of knowledge on "how the finished thing look like when working", it allow behavior that none of my attempt at mathemagics was successful enough to reproduce. To my mind it feels similar to "taxi logic" vs "bus lane logic". The taxi-logic would be when trains don't have "lane" assigned, they can go anywhere from their depot depending on demand, such depot i feel would be required when you describe sliding a gui and trains join/leave a lane. ( i assumed from a depot). Such depot could handle the trains that have no more destination due to the new rule proposed. ( the place where the 80 trains are parked in the previous post).
I wouldn't mind seeing that in the vanilla game, but i feel it represent too complex of a mechanism for it to happen.