Kaiser wrote:
Well, the gripe is I also had a smaller limestone unload (4 modules) for another part of the factory. If a train with 6 T2 wagons takes the job of unloading there, it will load all 6 wagons and take forever to try to unload all the limestone at the small, 4-module station. My solution was to just build a smaller train, with 2 T2 wagons, for that job. But it seems obvious to m…
Posts by computerneek
46 total posts
That train's delivery station was disabled after pickup, and there's no other station on the map that'll accept its product... so it went back to the waiting bay, clearing the pickup station (and other tracks) for other trains to serve. That's good behavior- but I'm rather surprised it has…
That reminds me of this station, back in the infancy of my current world... the station was built on Update 4, before 4.1 added the Networks, but you can see that the trains were forced to back onto this peninsula in order to deliver to the stacker towers. You can also see the three separate waypoint stations used in determining exactly how far the train had to proceed before it could reverse di…

There's quite a few pickups there that decided they should get hit by the train. I'm not putting this in the bugs section because there's really no "bug" to swat here. So what happened?
- On the upper track, a slow rock train cleared a busy grade crossing at speed, coming from that tra…
... demolition.
That's what it is. I've got 10 trucks assigned to a certain storage with active dumping routes; it is their job to dump dirt to create a flat platform for me to build on, so as to avoid tying up fifty of my unassigned trucks with "no place to dump dirt" when the task is complete- and to keep such tasks from interrupting truck logistics or construction/demolition. That storage is…
... It might be because that turn up and back down between the two no-stop zones is a mainline entrance and return, through which the entire network is accessible- though if it did turn up, the fastest way back to the destination station would actually be to loop right back through the station it's exiting, and the next-fastest would be to travel to the far end of the network. It would get clos…
Ahh! I've seen this. The problem is that the conveyors are "unsupported" and there's no valid place to put the supports, since support doesn't travel through connectors. It's quite infuriating for compact desalinator builds like this, since I have to rebuild that pipe reaching over the seawater pumps every time I want to build another one:

All trains are the same length. Here's a shot …
Issue persists in v0.8.4a (b588). It also doesn't appear on the changelog, so that's expected.
Should probably have mentioned in the original post:
Update 4.1 | v0.8.4 (b587)
Thank you! I suppose that means that in those cases where only one train was affected, there was another affected train in the station that I just hadn't noticed yet, and which was "auto-released" by the release of the first. Which makes sense, given the details I've observed lately.
... Interesting. If multiple trains are stuck at once, unity-refueling will only progress it to the next position, where it'll promptly re-stuck itself. If it's the only/last one, though, it'll finish the pickup/dropoff properly.
And freeing the frontmost train seems to free the rest automatically... had that one stick in its final alignment position rather than its first...
If my guess is right about it being related to the trains... a significant backup and sudden release is easily reproduceable, just pause a train in the dockyard station, the one that does 4 cars at a time (and has diesel). It's an extremely busy station, and will back up very fast, clear up to the shed at the far end of the network, in sometimes just minutes. Wait until it's backed up at leas…
... Just resolved one of those train bottlenecks that had backed up across the whole factory. Lotsa stutter as the trains started moving again, it's pretty obvious on the GPU graph. Will note the CPU graphs usually look like this in normal play.

Confirmed fueling theory, Unity-refueling also gets stuck trains to move on. That means the bug wasn't what I initially thought it was, and I ought to change the topic name...
Hmm... Reviewing resource usage, I suppose it's at least remotely possible it's overhead from texture streaming to GPU memory from my NVME C: drive... would that show up on the disk usage graph? Or in the game's log files?
Hi! I've got a strange lag spike for you. Oddly enough, the game stuttering corresponds with the dips in both CPU and GPU load, and I checked, not one of the 12 logical cores of my 6-core Ryzen 5 3600 was showing peaks- they all matched the dip of the general graph. Maybe it's a stress test situation for something or another...? The stuttering is intermittent, but also irregular. Pretty sure it'…
Okay... just had it happen to 5 trains at once, again at that one station. It looks like they're getting stuck waiting for fuel, but failing to draw fuel from the plentiful supply in the station. Don't know why, are the 8 fuel modules getting distracted by another train and never returning?
Also, can we have a toggle for whether trains are allowed to wait for fueling at a station (current behavio…
Specifically, the "General" line items, which appear to be the same as "Total" in all the other statistics categories... are only reporting monthly values on the annual and "max" graphs, rather than the actual cumulative values that they ought to be showing. All the itemized costs/productions appear to be properly showing cumulative values for the time steps selected.
![image.png](/content-im…
Interesting. It seems to be happening precisely once per play session on that save, within half an hour or so of launching the game... but never involving trains that were already at the station when the world was loaded. And always on that one station, never any of the others.