Search found 9 matches

by hedgehog499
Thu Jan 29, 2026 11:35 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Re: Station interrupts: "No path" problem



Any "Destination busy or no route" condition doesn't negate the fact of an excessive, suboptimal search.

So I still say: "don't do that". The game engine isn't able to perform a miracle.

So, most of the code is excellently written, and sometimes it feels quite capable. In general, the ...
by hedgehog499
Thu Jan 29, 2026 10:43 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Re: Station interrupts: "No path" problem



After a couple dozen such cases, you can't help but wonder: couldn't these stations have been illuminated?


Not sure if by "stations" you mean "tracks," but there's no way for the game to know whether you broke a track connection accidentally or on purpose. It would be annoying if the game ...
by hedgehog499
Thu Jan 29, 2026 10:40 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Re: Station interrupts: "No path" problem


Your ups dropping is probably not a result of the train situation but instead because of the 8.8k ghosts awaiting to be built. I remember dev responses that in general say: "don't massively put ghosts you cannot build"


I remember this same problem quite clearly about a year ago, with the ...
by hedgehog499
Thu Jan 29, 2026 10:27 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Re: Station interrupts: "No path" problem

Tertius wrote: Thu Jan 29, 2026 10:17 am Your ups dropping is probably not a result of the train situation but instead because of the 8.8k ghosts awaiting to be built. I remember dev responses that in general say: "don't massively put ghosts you cannot build"
01-29-2026, 13-27-24.png
01-29-2026, 13-27-24.png (2.57 MiB) Viewed 421 times
by hedgehog499
Thu Jan 29, 2026 10:25 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Re: Station interrupts: "No path" problem

So, after 40 minutes of searching, the culprit was found. 01-29-2026, 13-19-44.png
01-29-2026, 13-22-19.png
25-30 UPS
01-29-2026, 13-22-56.png
We put the rail back in place.
01-29-2026, 13-23-28.png
Instant growth up to 60.
After a couple dozen such cases, you can't help but wonder: couldn't ...
by hedgehog499
Thu Jan 29, 2026 9:36 am
Forum: Gameplay Help
Topic: Station interrupts: "No path" problem
Replies: 9
Views: 448

Station interrupts: "No path" problem

So... when using interrupts, sometimes a situation arises where there's some kind of collision somewhere... and the tracks are blocked, as a result of which one station becomes unavailable to the general network.
In this situation, all the trains go crazy trying to rush there.
UPS drops to about 30 ...
by hedgehog499
Wed Jan 28, 2026 2:17 pm
Forum: Gameplay Help
Topic: Universal transfer of quality, without pre-selected signal of a specific item
Replies: 2
Views: 263

Re: Universal transfer of quality, without pre-selected signal of a specific item

Nidan wrote: Wed Jan 28, 2026 1:16 pm The output signal of the selectors quality transfer option supports Each.
Oh my god, I have no idea why I didn't notice this. Maybe I still had the idea from previous versions that this wasn't there. I suspect they introduced it gradually as well. I'll keep an eye on it, thanks.
by hedgehog499
Wed Jan 28, 2026 11:41 am
Forum: Gameplay Help
Topic: Universal transfer of quality, without pre-selected signal of a specific item
Replies: 2
Views: 263

Universal transfer of quality, without pre-selected signal of a specific item

In my railway network, which uses interrupts and logic, a situation sometimes arises where a train hasn't received a signal and doesn't know where to go.
Then the train goes to a correction station so that a train can assign it a station.

There are two types of resource receiving stations. One type ...
by hedgehog499
Tue Jan 27, 2026 6:05 pm
Forum: Ideas and Suggestions
Topic: Concept Deconstruction Mask
Replies: 0
Views: 147

Concept Deconstruction Mask

The Concept
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard ...

Go to advanced search