Posts by computerneek

98 total posts
8 hours ago

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.

9 hours ago

Huh. 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).

14 hours ago

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…

17 hours ago

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…

17 hours ago

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…

1 day ago

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:

![image.p…

2 days ago

Possibly related: I've since noticed (after making some amphibious trucks for another bridge...) that if you dump right out to the edge of the world like in the first image, that demolition job is actually inaccessible even to amphibious trucks, since they can't path outside of the buildable world the way ships can- which can create amusing scenarios where an amphibious truck has to use a land br…

4 days ago

That is to say, I'd like to have the option to tell trains not to route direct to the Depot for replacement/upgrade unless they're on a specific leg of the journey. This is bound to be insanely helpful on large maps where the train's fuel reserve has a significant expected depletion; at present, if the fuel station is near the depot, a train that starts heading for a distant station shortly befor…

4 days ago

image.png

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…

4 days ago

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…

4 days ago

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…

4 days ago

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.

4 days ago

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):

![image.png](/content-images/d8c2835c0a327044311baeebf649a04727db2a52d77dc5c4687e5b6aee3…

5 days ago

I'm not a CoI dev, but that behavior strikes me as a hardware- or driver-level crash. Given the zoomed-out, show-layers requirement, it suggests you're running out of memory, either system, video-dedicated, or both, and the system doesn't know how to handle that gracefully.

Looking at the log files, I see a couple of stack traces, but no actual exception identifiers, suggesting internal, recov…

10 days ago

I read in the v0.8.5 patchnotes that station-linked storages are restricted so trucks can't perform the same operation as the train is. I've tested, and this is indeed true.

It's also build-breaking.

Is there a way to combine the reservation systems, to allow trains to ignore cargo reserved by trucks, and vice versa, but still allow both to consider cargo from the same source?

The other limit- …

10 days ago

I'm not sure where they are on a Mac, but they'll probably need your logfiles to be able to do anything about that.

11 days ago

Oh! I found another accident waiting to happen! Pretty sure it'll be dismissed as technically difficult if I report it as a bug, but I'm reasonably confident that the devs periodically read these too. But there's something wrong with this picture...

image.png

... That train is moving at 24km/h,…

11 days ago

Sorry about the title. The problem is this:

image.png

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…

11 days ago

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:

image.png

I'm utilizing Train Lines at the moment instead…

11 days ago

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.

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