computerneek

Joined May 2026
2 months 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…

2 months 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…

2 months 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.

2 months 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…

2 months 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…

2 months 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- …

2 months 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.

2 months 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,…

2 months 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…

2 months 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…

2 months 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.

2 months ago

image.png

Captured with the game paused, since it looks like that only very briefly, while the vehicle is transitioning from the bridge surface to the terrain. Given that the terrain there is a steep dropoff created by precisely-located dumping designations, however, the visual effect is... dramatic…

2 months ago

... Now that I'm actually forcing myself to use amphibious vehicles (and take extra steps to inhibit a certain truck-related glitch that makes them impractical...), I double support this. Amphibious trucks are great, but they look a bit silly driving on the ocean's surface as if it were bumpy but solid land.

And a proper dredging ship probably wouldn't have the "only 5 tiles deep" restriction t…

2 months ago

image.pngimage.png

For reproduction... I think it was the "spread excavators out" function (which is very useful for several other mining scenarios, as it makes excavators far less prone to digging narrow, col…

2 months ago

... I also just noticed that the tools unlocked by the Tools research... can be accessed before the research, by hotkey- all except for Planning Mode.

2 months ago

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I think it was ever since Update 3, the ship is completely undamaged when you start a new world, rather than before it was pretty damaged and actually required repair. Is it weird that I miss having to fix the ship?

The new game welcome message still says the ship took a lot of damage, t…

2 months ago

Something that's gotten my attention time and time again, is trains staging through stations they shouldn't be touching during backups- and on very large backups with very complex networks and lots of trains, the constant pathing (I think it's the pathing) of the trains trying to find alternate routes causes a huge amount of lag.

So can we get a feature on the waypoint stations that says "D…

2 months ago

Ahh! I see what the problem is. It's on the other side, over on the far left. See how the slider is in the "always allow trains" position?

image.png

Notch it out of that and it'll enable that button:

![image.png](/content-images/87c39558eb83ac1269db22b75d2d67d4a960afa6b4bb2359d5c6d043bdd7d50c…

2 months ago

... You need my save? It's a simple graphical glitch, which will happen on any trackage that looks even remotely like this, and where the trains have to decelerate for the corner:

image.png

It's most pronounced when the straight is a steep upgrade and the train is fully-loaded (such that it requi…

2 months ago

My thought for an "ideal" fix would be to enable connectors to have supports (as I suggested up by the antigravity-belt-over-train-tracks above), which would tend to remove the ability to remove supports, then leave the current antigravity belt glitch as-is to avoid destroying existing builds, or causing any annoying glitch-collapses during previously-valid construction caused by the sometimes w…

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