Hard. "prefer" isn't really the most informative word, but the priority system is the only control we have for priority so it would be silly if trains could ignore our explicit decisions. It would be useless. Well if other influences like path length had a limited effect (like add at most 10 priority) or were also controllable with some factor then we could still remain in control of the game with a soft priority. But the point of a game is to play it, not try to play it but the game ignores your input and decisions and plays itself.Qon wrote: βSat Jan 27, 2024 12:35 pmhttps://factorio.com/blog/post/fff-395 wrote: The way it works, is that the priority of a train stop has two effects:
- When searching for a destination, trains will prefer a higher priority train stop.
- When trains are trying to leave a stop, trains at stops with higher priority are dispatched first.
A hard priority system follows the orders of the player. A soft priority system is a system which by definition will ignore the players intended behavior. Just set your priorities correctly and dynamically if fixed priorities is not aligned with your intended behavior.
If your set your train limits to something sensible then the high priority tasks will run out as long as you have enough trains.
As it is now, if all trains are only giving schedules to serve the ore route, no train will do anything else as well. So you need more trains if you want to dedicate some of them to some route, just like before. But now you can use 1 schedule for all trains. And you can raise priority dynamically or use interrupts for specific stops to handle having very few trains to serve a vast amount of locations appropriately.
Wrong.bobucles wrote: βSat Jan 27, 2024 11:27 pm I think that with "priority", players mean something more like a weighted round robin system. Consider something like "Do X 3 times, then Y 2 times, then Z every once in a while". Everything is given a guaranteed chance to work, while the priority determines how many "cards in the deck" the action gets to have. Higher priority means more copies of that card, increasing the odds of the action occurring. So when a player sets 100 priority, they mean to send twice as many trains as the 50 priority route. The station does get more traffic, but it does not break the entire network in the process.
But if you count how many trains have arrived and divide by your intended "soft priority" and set that as priority to the stops, then you basically get just that. Since priority will then equal out when stops have received the weighted number of trains you wanted. This implementation works, but it builds a flawed system so don't do it anyways.