v0.7.2 train alignment changes break layouts, trains not pulling all the way up

Trains
lordgregory [discord] · 1 year ago

Trains are not pulling all the way up to the station, despite station modules matching train wagons 1:1.
This appears to happen when the last few wagons are still full, and the train has decided, in it's infinite wisdom, that it's better to stop with it's ass parked in a no-stop zone instead of pulling completely into the station:

image.jpg
image.jpg

Prior to 0.7.2, the train would correctly pull all the way up, and not leave it's ass in a no-stop zone.

I'm 99.9% sure it's because of this:

image.png

I would consider the rear being in a no-stop zone to be a bug, but I'd much prefer trains to always pull all the way up if the number of modules matches applicable wagons 1:1.

image.jpg

lordgregory [discord] · 1 year ago

All station modules are 100% full.

The wagons not aligned are full.

The ones aligned were not. (See the train pic.)

I sent it back prematurely (not empty) to make a track change, and saw this issue.

eryk500 [discord] · 1 year ago

Ah, that explains things, you should probably make sure
your train is empty when going to a loading station,
for efficiency reasons. It would also fix this too.

lordgregory [discord] · 1 year ago

That's ideal, yes, but either way, it shouldn't stop in a zone I've marked as no-stop, even for alignment.

eryk500 [discord] · 1 year ago

That is going to break a lot of other builds that rely on this.
This was the case for a while now.

lordgregory [discord] · 1 year ago

Hmm. Really not a fan of the change though.

Now I can't send the train to another stop to move track without risk of it breaking something like this.

I don't suppose stations could have a "prefer pulling all the way up" option?

Because the train completely and snugly fits in the station, that's how it was designed.

eryk500 [discord] · 1 year ago

Now that is something that should honestly be implemented,
and maybe tweak the behaviour to alway line up,
if there is enoutgh room in the station to fit the train inside it.

lordgregory [discord] · 1 year ago

and maybe tweak the behaviour to alway line up if there is enoutgh room in the station to fit the train inside it.

I would love this.

That would solve my issue 100%.

eryk500 [discord] · 1 year ago

Well, that isin't as simple as it sounds.

You need to consider someone making a mixed cargo station,
but also using trains that are the same length,
but can't un-/load all of the different goods available,
due to wagon filters or even wagon types not matching the station.

Anyway that would make some sense 👍.
And the other option is most likely simpler to implement,
not that they couldn't implement both.

jestinjae [discord] · 1 year ago

lordgregory [discord] wrote:

I would consider the rear being in a no-stop zone to be a bug, but I'd much prefer trains to always pull all the way up if the number of modules...

It is known and intended that trains can/will break "no block" rules in order to use a station. However, I would agree that your issue of it not trying to line up with the station when it can seems a bit of an odd choice. I wonder what the purpose behind the circled dev change was.

mia_viii [discord] · 1 year ago

eryk500 [discord] wrote:

Ah, that explains things, you should probably make sure

this isnt true for multicargo lines... i am using sand/bauxite line, both have different throughput, changing in time.... i dont wanna always train to wait until it is empty... reason number 1 i have multiple trains on this line, second... waiting for on is lowering throughput of the other.... i am pretty sure that this usage isnt best at all... but surprisingly works pretty well... and TBH running few trains constantly vs. feeding 200 trucks/megas/dumpsters is really miniscule efficiency boost from fuel perspective...

eryk500 [discord] · 1 year ago

Well, if you have a mixed train of sand & bauxite,
then you'd only want to care about the one that needs more throughput,
scaled by the number of un/-loading modules you have for each.
Not optimal, but should work well enough to get you going.

If you have 2 different non-mixed trains un-/loading at the same mixed cargo station,
then you have a more pressing issue (that's not very easy to sort out correctly
(as in I don't think that's even possible), with the built-in train logic; maybe a mod might help with this).

lordgregory [discord] · 1 year ago

eryk500 [discord] wrote:

That is going to break a lot of other builds that rely on this.

I've been thinking more on this and I can't see a situation where that's good. What kinda designs are people making where parts of trains are stopping on no-stop sections? That just smells like horrible design to me.

lordgregory [discord] · 1 year ago

Tell that to this player

I did 😂

I still argue that a train stopping in a no-stop zone is a bug, it wouldn't be a 'no-stop' zone anymore.

Yeah, that might break things, but so did the 0.7.2 change (from my perspective, at least).

lordgregory [discord] · 1 year ago

eryk500 [discord] wrote:

Well, if you have a mixed train of sand & bauxite,

maybe a mod might help with this

I don't know why I didn't think of this. Yeah, I can work with that.
Hook TrainStationAlignmentPlan.isValidAlignment, set the bool wagonIsFull param to always be false, and the train always fully aligns. It probably breaks something, but IDC right now. It makes them fully align so I'll take it for now. Anything past that is tomorrow Greg's problem.

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