Further experimentation has shown that this is purely stale capacities displayed in UI, the actual capacity behind the scenes is updated correctly. The "ignored when there's a train in active production" thing was a misconception, caused by forgetting that I'd expanded the depot hours earlier, but not reloaded the game between.
Posts by computerneek
98 total postsHuh. That'd make it a bug, wouldn't it? It seems to happen reliably around these stacker towers. Update 4.1 | v0.8.5 (b598).
And pipes...
The issue being, on the modern maps, it's quite possible for the trading dock to (accidentally) be so far away from storages that it takes trucks more than 6 months to fetch them. This is especially true if the trucks are busy, which can easily double or triple the time required to fetch a loan payment, even when the loan payment has priority. And of course, I'm starting to run o…
Regarding the more expansive World Map, maybe a procedurally-generated "infinite" World Map, with progressively harder and harder pirates, requiring a larger and larger fleet to clear the way, and making it possible to feed the island on World Mines for a very long time? I'd imagine that the existing unlimited mines wouldn't be duplicated out there, but the limited ones could be, possibly wit…
It's never made sense to me to call what's obviously just a docking platform with some cargo cranes a "shipyard". On the other hand, when we can completely rebuild our own ship from the ground up, changing the hull shape and everything (the Radar upgrades), it makes no sense for the only source of cargo ships to be trade. And yes, I'm being specific to new cargo ships, not the few damaged ones t…
Unfortunately, "most convenient station" only happens with Train Lines. Train Networks, which those look like Network stations, have a predetermined, immutable destination station from the moment the train is dispatched towards the pickup. Your best bet is probably to build as many layers of output storages as you have stations, then assign each layer to a distinct station, like so:

Update 4.1 | v0.8.5 (b598).
That demolition task is only accessible by amphibious trucks... but I don't have any, so it's causing Vehicles Status to start indicating progressively busier simply because there's a job on the queue- even though there's 60 trucks standing idle, and they ab…
I've noticed this behavior... it's because the pathing system is on a separate thread, so what you're seeing is the data race condition. If you've got a lot of trucks trying to navigate and a very large map, it can take sometimes quite a while for the pathing system to start determining that some trucks have nowhere to go, or that some locations are inaccessible.
That said, I have noticed tha…
Retried the crash sequence and a crash did not occur. Was it a memory state or something? System memory loading isn't nearly enough to have caused that (~50% of 32GB), and while GPU memory loading is sitting pretty at "Considerable", there were no signs of a graphics crash.
That said, the style of crash prettymuch matched that one crossover crash- the game froze, sound still playing, for a few s…
Update 4.1 | 0.8.5 (b598)
I'm working on reproduction right now, but I happened to save the game shortly before the crash happened. If you load the world and let it run for ~30s, an alert will appear about something running low on copper. It crashed during the pan from clicking on that. The other actions I took between save & alert shouldn't factor in, but that's what I'm testing right now.
I noticed today that the pathing overlay can sometimes show some funny colors, not just the standard green to indicate pathable, red hash for unpathable and low-intensity to show "need to re-explore". In this image, there's also yellow, orange, and purple (though the latter two only have a couple tiles each):

... That train is moving at 24km/h,…
Sorry about the title. The problem is this:

Those are the accurate capacity values for my 4-extension train depot (unless that is a bug of its own)... because I just reloaded the world. That's the only time I'm aware of when the stored car capacities will update. I don't know if i…
I saw something related to this bug in the patchnotes for v0.8.5 (b598) and admittedly haven't verified (though trains seem willing to use stations with 0 extra tracks, so I expect it's fixed), but now this happens, and it strikes me as related:

I'm utilizing Train Lines at the moment instead…
Okay, upon further observation, the pothole behavior seems to be most pronounced, and likely to occur in the first place, when the pathing system is under heavy load. The lower end of the bridge probably experiences less of it because there's so little space for the pathing system to pick a route through.