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It`s almost like the game loses track of carts at those areas or something. There`s only like, 40 carts going in the network too, over the span of at least 500 blocks minimum.
It was p24. However after having updated I am still having one or two issues remaining.
The carts seem to be handling junctions and corners just fine now, but I am still getting massive backlogs stuck at loading terminals from time to time because a cart either gets stuck idling on it or finishes loading and refuses to move because it wrongly announces there is no route to its destination./ no offload available. Also continuing is that ocassionaly a cart will not unload cargo and make a trip back to the loading bay, which confuses the bay and the cart will then not get sent back down the line to deliver cargo again.
Carts stuck idling also indicates you have an issue with your grid that carts can't navigate. Common causes are you've assigned a station to a freight network that needs/offers goods for another station but the two aren't connected on the same track grid.
edit: With the loading station set to "wait for any" I still have the same problem. While the carts are unloading, two of them stopped in the middle of the track. After a while, one of them took off in the wrong direction.
edit 2: I followed the misbehaving freight cart until it collided head on with a cart heading in the correct direction. Luckily, it recognized it's mistake and turned back around heading in the right direction. Hopefullly the carts continue to sort themselves out in this way instead of jamming up the whole system. Previously in P24, I would find the whole system jammed up frequently.
If carts are turning around where you don't want them to, use one-ways to enforce track directionality.
Thanks for spending your time.
The game popped up a message just like "idling" except it was red and said something like "no route" After having checked the rail at least 10x I can 100% say there was no break in the line or a reversed one-way. It is clear sailing straight to destination.
The destination needed more than 3K of the assigned material.
HOWEVER. After having these issues persist after updating to p25 again (I don`t know why it reverted to 24) I decided to simply remove one random piece around the malignant area and replace it after a few seconds and poof. It seems to be working well now. I will continue to monitor my networks for any continuing naughtiness.
You`ve been a big help again Steve.
The color of the track is there to help identify when a section is isolated. The system is quite good at collecting everything into one grid, but with every change to the track there's the chance of timing conflicts that can lead to some areas becoming isolated as track sections rearrange their groupings. If you ever see track of a different color that appears like they should be the same, pressing Q on a junction will cause the system to recheck all its track and should fix anything that had become separated. This sounds like what happened in this case. The system monitor also provides a listing of all distinct track sections which can identify a spurious station or junctions that lost connection to the main grid.
I found a cart stopped on the corner just after my unloading station last night when, waiting for my rock grinder to produce ore. When the ore from the rock grinder became available at the loading station, the cart did not start moving toward the loading station. I had to break the track and replace it, then the cart behind it continued on as intended. Maybe adding a second depot would help since carts return to the depot when there is no work to do. I have never used the system monitor either. I think i will try that also.
Since my net has been down for a couple days and im on my phone i will upload the current world again once it comes back so you can see the network.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926953829
The cart in the station was bouncing back and forth, running into the carts on either side. I broke the corner track under the full cart on the right and replaced it. After that, the carts started moving again but it was too late, all of the carts waiting in line took off in the wrong direction. So a few minutes later, I have carts colliding everywhere, stuck all over the place.
I cleaned all of this up and added some one way tracks and a mass storage to the unloading area.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926954146
It seems to be working ok now. I can probably ignore the system for a while but I think when i reload the world or the mass storage becomes full, I will have to mess with them again. The carts pause for a little while and show the message "station unload is full", then they gradually unload and move on, the next does the same. While they are unloading it will say "freight cart idling" but nothing seems to be getting stuck. If they stop too long, they might turn around, but hopefully the one way tracks prevent that. I most frequently see carts stopped on corner blocks, but that might also be because corners are frequently adjacent to my stations and the carts might be travelling in opposing directions when I load my world, i don't know.
Here is another example. First time underground after loading the world and these carts are stuck here on the corner.
https://steamcommunity.com/sharedfiles/filedetails/?id=1926997418
After filling the hopper with ore, the other carts spawned from the depot but couldn't get around these two. I removed the track underneath them, added a one way at the depot and everything is working for now but that is typical. I typically fix the stuck carts and they run without issue for a while, but inevitably are stuck again and require maintenance.
Sorry for the wall of text, just trying to provide as much information as possible. I don't know what is going on. If I am doing something wrong, if there is a bug or if this is just the way freight carts are meant to be.
It's probably best to avoid stocking more than your mass storage can hold. As you've seen, this will lead to a backup of idle carts because they have no choice but to wait while they have goods they can't deliver. If you keep the stock level below the storage's limit, when the stock level is met, the extra carts can return to a depot or, even better, get reassigned to help other stations get other goods moved around so that they don't go to waste.
That said, nothing stops you from letting them back up and this may be worth it for a high volume station where you know there will be a large enough demand for the goods that more will be needed quickly. You need to be sure you've considered the maximum that carts can back up and account for that in your track layout so that they don't end up clogging a prior intersection preventing other carts from getting where they need to go. Otherwise, you can end up with a gridlock on your hands.
Again, it appears you've left out the one-ways and the carts came from the different directions because that happened to be shorter based on where they originated. If you want carts to go a specific direction to avoid colliding, you need to specify that direction. Generally, laying out tracks that ensure a particular route is always faster to ensure carts flow a specific direction is quite difficult so it's always recommended to just use one-ways to enforce the rule. They don't cost any more than a straight track so there's little reason not to use them generously.