Logistic-Train-Network
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Add option to disable creation of temporary stops.
This adds an option to skip the creation of temporary stops for the train schedule.
Why?
This enables load balancing by creating additional (non-LTN) train stops with the same name as an LTN train stop. For example, in my current space-exploration setup there is a train stop that requests a lot of different materials to send them to the orbit. A single train stop cannot keep up with the demand. Using multiple LTN train stops on the other hand and managing them either manually or via circuit network has flaws that I could not solve. Not using temporary stops is a solution to this problem that is simple, works similar to the base game and does not share any of those flaws. The only downside is that one has to carefully name train stops to prevent accidental naming collisions. Because of that I think the default behavior should stay the same as it is now and the proposed feature should be opt-in.
I hope it's okay that I provide a pull request for this even though it violates the license (no distribution of modifications). If not, please let me know and I'll remove the fork immediately.
No need for special designs. Just place multiple stops with same request and LTN will balance them better than vanilla pathfinder.
Just place multiple stops with same request and LTN will balance them better than vanilla pathfinder.
Having e.g. 2 stops with the same requests may lead to twice the amount of resources delivered (when there is one train scheduled for each station simultaneously). Having 2 stops with halved requests may lead to 2 half-full trains being scheduled even though one train was sufficient.
In addition, both cases suffer from the problem that the allocation to the stations happens when the delivery is scheduled. So by the time the trains do actually arrive at the station, there might be multiple trains waiting for station 1 while station 2 has no trains waiting.
Having 2 stops with halved requests may lead to 2 half-full trains being scheduled even though one train was sufficient.
With request threshold>= train capacity it won't
In addition, both cases suffer from the problem that the allocation to the stations happens when the delivery is scheduled. So by the time the trains do actually arrive at the station, there might be multiple trains waiting for station 1 while station 2 has no trains waiting.
That just sounds like too small request amount for the station drain.
I know this is an old conversation, but.. @Yousei9 CC: @iTob191
In addition, both cases suffer from the problem that the allocation to the stations happens when the delivery is scheduled. So by the time the trains do actually arrive at the station, there might be multiple trains waiting for station 1 while station 2 has no trains waiting.
I'm having this same exact issue as well. I had 5 Trains get stuck waiting for one train to leave the scheduled stop when there were literally 9 other perfectly open stops right in front of them 😅
If we could even just have the option to disable this feature, that would be awesome! In our world we just use unique stop names anyway (except in this case where the stops are pulling items out of the logistic drone network so they all have access to all the same resources) to it only clutters up the train schedule and causes gridlocks for us. Could we at least just have this PR merged (after conflicts are resolved, I can help as needed) so we can at least have an option in settings for it?
I'm sure we're not the only ones wanting to be able to disable it, we're just some of the only devs willing to look into it 😄
Thanks!
I'd just like to express that I'm in favor of adding the option for disabling the temporary stops too.
I was trying out a mod that supposedly offers changing the default conditions for temporary stops (it didn't though...) and for some reason, even thought the conditions were /not/ changed did LTN trains suddenly act up. When they were going for a stop led to by a temp stop, as all of them do, they'd simply shoot right through the stop and return to the depot, complaining that they couldn't fullfil the request. No kidding if you don't even stop...
After removing that mod again everything was fine again, but yeah, it feels like there really should be an option to turn these temp stops off, because I too don't see the point in having them.