[2.0.55] Wildcards not syncing with cargo-types in train

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Cooltank10
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[2.0.55] Wildcards not syncing with cargo-types in train

Post by Cooltank10 »

What did you do?

I ran across a very odd behaviour with wildcards in my attempt to create a 2-gauge blueprint-able train system. Here is my forum post giving more context:
129264

Just to reiterate (this is going to be complex so strap in); I'm engineering a dual-direction 2-lane (2-gauge) train system that is completely made up of sections of blueprints based on 4-long trains (locomotive included). These sections are aligned to the absolute world grid.

I have 2 different train types; Supply Trains and Refueling Trains. Supply Trains are a locomotive with 3 cargo/fluid wagons attached. Refueling Trains are a locomotive with 2 cargo wagons followed by a fluid wagon.

Currently I'm making a train station for the Refueling Trains to fill up with:
  • Fuel, cargo wagon #1
  • Solid Ammo (for gun turrets OR artillery), cargo wagon #2
  • Fluid Ammo (for flamethrowers), fluid wagon
ALL stop names are ONLY rich text icons. For example: iron ore pickup is a iron ore rich text followed by a up arrow rich text. A drop-off station is iron ore rich text followed by a down arrow rich text.

In order to make a generalized refueling stop I need to have wildcards in interrupts to send the train from the pickup station to the numerous drop-off stations of matching cargo-types. I'm currently using 3 wildcards for this purpose (in order); Fuel, Signal, and Fluid. I'm using a generalized refueling stop because otherwise I would have to manually make 60 different interrupts (5 fuels * 4 item ammos * 3 fluid ammos) for each permutation of the combinations of possible fuels/item ammos/fluid ammos. This gets exponentially worse with modded items. (I'm not using mods but Space Age introduces a lot more ammo types which drastically increases the interrupt count)

Without using train limits/dynamic priority/dynamic station disabling, these work perfectly normal. However I have to use these to solve other problems.

What happened?

Now for the bug, heres my generic interrupt for leaving the pickup refueling station and going to one drop-off refueling station:
pic
The chain refuels you see are used to move between drop-off stations when; the stations are full (via an inactivity timer) OR when the train is empty of one type of material. If I set the train to automatic here's what happens (with pictures):
  • Train in manual mode:
    pic
  • Automatic train heads for an available refueling pickup station
  • After filling with items, the waiting condition is met and starts scanning the interrupts' conditions
  • Meets the condition for '[Test2] First Refuel' and schedules a departure at the Target Station:
    pic
  • Oddly the wildcards are unable to match to the Nuclear Fuel in the locomotive AND the Light Oil in the fluid wagon. But it's able to sync the signal wildcard just fine.
This is repeatable and it always happens in this configuration, I've double checked everything and it should work as intended.

I did a control test as well with a different train without all the circuitry and it works just fine:
pic
Note: Both locomotives above are full of Nuclear Fuel, and the wagons are full of their respective material.

What did you expect to happen instead? It might be obvious to you, but do it anyway!

I expected the interrupt to successfully sync ALL of the wildcards just like it did in the control test. The strange thing is that the interrupt's condition successfully triggered while the Target Station didn't sync 2 wildcards but successfully sync'd the signal wildcard. The contents of the train was full when the condition of the interrupt was met so it should've synced all 3 wildcards in the target station.

Does it happen always, once, or sometimes?

Yes, it always happens in this configuration. Although it doesn't happen when the station is controlled by circuitry. Specifically dynamic priority, dynamic station disabling, and a train limit. I have only tested if the station has all 3 circuitry-related controls active at once.

I have included my log files and my save file. Let me know if I missed anything or you need further info. Thanks for the assistance! :D
Attachments
Creative Testing.zip
Save File
(3.32 MiB) Downloaded 41 times
factorio-current.log
Log file
(10.83 KiB) Downloaded 43 times
factorio-previous.log
Log file
(8.76 KiB) Downloaded 40 times
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