Train, No Stop Zone

Fixed Trains
blottoo [discord] · 1 year ago

The Iron Train on the picture is parking in a No Stop Zone.
The train station is a multiple station with copper and iron arrivals. The request behavior is set to "if any module is empty". If that behavior matches there will drive up to 4 trains to that station 2 copper and 2 iron. Normally the trains will stop at the "waiting lanes" on the left hand side until the station is free. But this time this train drove a bit forward and stopped in the "No Stop Zone", because the first Iron train filled up the station modules, so the arrival conditions not met.
I have setups like this on different stations and it always worked fine.

image.jpg

blottoo [discord] · 1 year ago

I tried to reproduce that issue whilst i load an earlier save, but it wont happen again.

Here is the earlier save. The picture is from 30 September 1179 Gametime.

And this is the save from the picture.

2 attachments only for registered users
Captain Jeremy Captain Jeremy · 10 months ago

If you ever manage to get a save which reproduces it (rather than after its broken) I'd love to take a look. Clearly there's a bug in here, and others have reported similar things, but without a reproducing save, it is harder to find, and hard to confirm it is fixed if we do find something wrong!

Captain Jeremy Captain Jeremy · 10 months ago

Alternatively, log files from the session where this has happened would be useful

blottoo [discord] · 10 months ago

Is it possible to get older log files as the last 16? The oldest log file in my CoI folder is from 29.11.25.

If not, than i will save the log file if it happens again.
As i said earlier it happens every now and then.
It also happens with other stations from the picture above.

blottoo [discord] · 10 months ago

Captain Jeremy wrote:

Alternatively, log files from the session where this has happened would be useful

There it is again.
This time it´s the coal train. It happens to nearly every station of this rail yard.
Are this the log files what you are looking for?

Screenshot_2025-12-18_215518.jpg

One save is the issue and the other is a few minutes before.

4 attachments only for registered users
eryk500 [discord] · 10 months ago

blottoo [discord] wrote:

There it is again.

Have you checked if you can reproduce it on the autosave by itself consistently?

Also, I'm pretty sure that the first log is useless, because those logs are buffered,
which means that the game won't store all of the contents it intends to
immediately, but only when there's enough data to write a big chunk at once.
This means that if the game crashes catastrophically, or if you don't close the game
before copying the file (which I'm assuming what actually happened) it will be cut of
(because the file has been cut-off early).

And, I don't think that the second log file is related to either savefile
(I mean, just look at the times of day mentioned in those filenames,
the autosave is from 21:39, while the second log file is from 20:56),
I think that the game doesn't make a different savefile for each savefile creation/load;
instead it uses one log file to represent the entire game executable run session,
including events that happen before the main menu, inside it as well as
all of the save play sessions that happen with-in it.

This means that the logs "for both saves" are actually in the same file,
which like I mentioned is cut-off. If you have that file still somewhere,
just re-upload it, it will likely not be cut-off anymore (unless the game crashed or
you forcefully closed it via task manager (or something simmilar to that),
as that would likely do the exact same thing (discard the stuff in the internal buffer)).

Captain Jeremy Captain Jeremy · 10 months ago

Yeah, that first log is cut-off. If you've since closed the game, the full log should be there.

blottoo [discord] · 10 months ago

So it should be this one.

1 attachment only for registered users
eryk500 [discord] · 10 months ago

Yup, the file name & contents (up untill the cut-ofthat is) match the first one & it is significantly bigger 👍.

Although, some of the extra size is probably related to a save play session/-s,
that you might have started after closing the one where the train behaved erronously.

Captain Marek Captain Marek · 10 months ago

This was fixed (by Jeremy) in patch v0.7.9a currently live on the Experimental branch. Struck trains won't unstuck themselves, so you need to either recover them or toggle their goal station, but trains should not get stuck again. If they do, please ping Jeremy. It will be available on the main branch in a few days. Please let us know if you test the experimental patch! Thanks for the report.

Closed as ✅ Fixed

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