[1.1.2 mac] Train Limits - scheduling FROM nearest station
Posted: Mon Nov 30, 2020 12:33 pm
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Why not the train that is idle for the longest time ?ralfoeldi wrote: Mon Nov 30, 2020 12:33 pm it seems to be arbitrary which train gets it. It would be cool if the "nearest" (routing logic) train gets a go.
There it has reasons. It picks up a train randomly, because otherwise some depots run empty and others are more than full. If you want it more intelligent use train-networks in LTN.ralfoeldi wrote: Wed Dec 02, 2020 1:09 am
I just checked LTN. It does the exact same crazy routing from the top of the map all the way to the bottom, even if there are enough resources right next to the depot.
This is not so simple as it looks, because you need to calculate a route for each train, to do this correctly. Very CPU-heavy. You cannot just use the air-distance, that would make it in some cases very wrong.@factorio: please do consider the op. vanilla can do it!
Routing? Fine. "Accepted" (not that it is up to me to accept anything).ssilk wrote: Wed Dec 02, 2020 8:05 am This is not so simple as it looks, because you need to calculate a route for each train, to do this correctly. Very CPU-heavy. You cannot just use the air-distance, that would make it in some cases very wrong.
Only if I wrote it myselfmmmPI wrote: Wed Dec 02, 2020 10:04 am If a mod that would use that air distance to dispatch the nearest train could be made, would you use it ? or would you consider it make things too simple and it's evil ?![]()
I don't run into those issues, I've got 247 trains on my network, the map is incredibly large, as well.ralfoeldi wrote: Thu Dec 03, 2020 12:39 pm Nilaus just commented on train limits. He sees it as a game changer for large scale train networks. And it could be. But everybody trying it will run into the same issues as stated in my OP.
no, i just don't design my network in a way that asks for it to be broken.ralfoeldi wrote: Thu Dec 03, 2020 4:45 pm As long as you concentrate everything of one kind in one place you're fine. One block of iron smelters, one block that needs green circuits, one block that needs copper plates.
As soon as you place consumers of one item further apart, you'll run into the described problems. One use case would be to place smelters at the edge of your "civilized" areas in order to minimize rail traffic. My map has smelters north and south and as soon as all ore patches in the middle are empty (damm mining productivity 680%) no ore train should traverse the middle of the map. And right now - without some tricks - they do, i.e. decide to go from the northernmost mine to the southern smelters.