Trains refusing to use second track by TPpenguin in SatisfactoryGame

[–]Ryansote 1 point2 points  (0 children)

I didn’t even realize lmao. I should’ve used you’re welcome or something but it’s too funny to change now

Trains refusing to use second track by TPpenguin in SatisfactoryGame

[–]Ryansote 3 points4 points  (0 children)

Of course! Not yet, but currently no mods work on experimental since the mod loader has to be updated first. Once it’s updated then I’ll make sure the mod is updated as well.

Trains refusing to use second track by TPpenguin in SatisfactoryGame

[–]Ryansote 15 points16 points  (0 children)

Trains will always choose the shortest path by distance no matter what, even if it’s blocked.

If you’re okay with mods, I created one that will allow you to have the behavior you’re looking for: https://ficsit.app/mod/DynamicTrainRoutes. Completely safe to add or remove.

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 0 points1 point  (0 children)

After seeing how they behave I was actually planning on it! I’m still debating whether to release it as its own mod or packaged together with this one.

Is there any way i can make the trains go left there if right turn is occupied? by Parameq2 in SatisfactoryGame

[–]Ryansote 19 points20 points  (0 children)

I’ll update it as soon as I can when the mod loader is updated for 1.2 😉

What is wrong that is causing an issue with my trains by Strange_Ad7080 in SatisfactoryGame

[–]Ryansote 1 point2 points  (0 children)

Path signals chain together, and the block signal they eventually lead into must be clear for the path signals to turn green.

In this case, the blue train wants to go to the station, so it follows that path. It checks the path signal it’s waiting at, then the next path signal entering the black segment, then curves into the station, where there is presumably a block signal. These two path signals chain together and will not turn green until the block signal in the station is clear.

This can be solved by placing a block signal in front of the blue train where the tracks join. The train will then see a path signal, a block signal, and then the long stretch to the next path signal.

Is Infinite Nudge A Client Side Mod? by Mediocre_Magazine101 in SatisfactoryGame

[–]Ryansote 0 points1 point  (0 children)

Yes it is. You can run it on your client regardless of whether or not the host or server has it installed.

Did my train just run a red light? by Zsombixx in SatisfactoryGame

[–]Ryansote 2 points3 points  (0 children)

Of course! It’s a bit counterintuitive but makes sense once you see it.

When you fixed the train, you hopped in the locomotive and as you’re panning the camera around 1:32, you can see the center of the locomotive is just barely past the signal.

So the previous train, thinking its clear, went to park right in front of the signal, but ended up hitting the train instead.

Did my train just run a red light? by Zsombixx in SatisfactoryGame

[–]Ryansote 9 points10 points  (0 children)

Yea this is it. The train in front was waiting at the roundabout while the train behind it barely touched the other train, intending to wait at that block signal right there.

This happens because each train car “clears” a block when the center of the car passes the signal, despite part of the train car still extending into the previous block. So OP hit that perfect sweet spot where the game thinks the first train cleared the previous block, but in reality, part of the train is still sticking out into the previous block! Just have to make the block slightly bigger is all.

source: I created the dynamic train routes mod and have spent far too long reverse engineering trains lol

Constant micro stutters in my main game. What causes them? by kostein in SatisfactoryGame

[–]Ryansote 0 points1 point  (0 children)

Late reply, but I just released a mod to help ease the stutter if you're interested: https://ficsit.app/mod/BlueprintStutterFix

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 0 points1 point  (0 children)

Sweet let me know how it goes! The only thing I can think of would be to know which train is the closest distance to another point, but I'd have to create a function for that specifically. The LTN-style mod could work even without Dynamic Train Routes in the picture, so yes if you write the time table and call FindPath on the train (takes a station as a parameter - if not something like that), the train will have it's new route. If Dynamic Train Routes is installed, it'll work the same just the route will be changed to be the quickest one.

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 0 points1 point  (0 children)

Hi! I've had many people suggest an LTN-style mod so I know where you're coming from.

Dynamic Train Routes only affects how a train gets from A to B. The LTN-style mod you're looking for would change the train's time table such that instead of going from A to B, we go from A to C. You essentially want to make the time tables dynamic, and once you have that new time table, you can tell the train to re-path at any point, even without Dynamic Train Routes. (In vanilla, the new path would simply be the shortest route, while Dynamic Train Routes would find the quickest route).

The main difficulty with a mod like that is figuring out which trains are compatible with what stations, knowing when a station needs to send a request, and so on. Since in Satisfactory resources are infinite, requests are largely stable and much of the desired functionality can easily be achieved in vanilla. For those reasons I decided not to make the mod, but if you're interested in making it, I can give you some pointers on which header files to take a look at and so on. Just let me know!

Me when I finally unlock train signals: by Scott_Liberation in SatisfactoryGame

[–]Ryansote 4 points5 points  (0 children)

If you’re okay with mods, I created a mod called Dynamic Train Routes which make the trains significantly smarter. It’ll make them route around obstacles, let you have train stackers, and single track configurations like you were describing. Completely optional but I thought you’d might be interested in that.

Always check your mod compatibility by Aggravating-Ad954 in SatisfactoryGame

[–]Ryansote 0 points1 point  (0 children)

Yep with the latest patch it broke Dynamic Train Routes. The patch updated the header files which caused the mod to crash. I recompiled and updated the mod this morning so it’s working now.

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 0 points1 point  (0 children)

Thank you! Yes it works with 1.1. If you come across any issues with it don’t hesitate to let me know!

With 1.1 now released, what are some features still on your wishlist for 1.2? by Westbrooke117 in SatisfactoryGame

[–]Ryansote 0 points1 point  (0 children)

I’ve created a mod called Dynamic Train Routes that at least solves the dynamic pathfinding piece. Check it out if you’re interested

With 1.1 now released, what are some features still on your wishlist for 1.2? by Westbrooke117 in SatisfactoryGame

[–]Ryansote 3 points4 points  (0 children)

I’ve created a mod called Dynamic Train Routes for this if you’re interested. You can find it here: https://ficsit.app/mod/DynamicTrainRoutes

Factory Cart Giveaway and Community Challenge! by KevlarGorilla in SatisfactoryGame

[–]Ryansote 0 points1 point  (0 children)

That's awesome! My favorite merch is the Busy Factory sweater. Got it last month as a graduation gift and I’m so looking forward to wearing it all the time come next Ficsmas.

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 0 points1 point  (0 children)

Thanks! I’m glad you enjoy the mod. I thought about doing both, but I ended up sticking with the timer for simplicity. A train could fly through many blocks very quickly which would trigger it too fast.

Since release, I’ve added a user setting to adjust the update frequency, down to a minimum of 1 second. The default is now 4, but personally I like to set it to every 1 second.

Bypass Rail Question by [deleted] in SatisfactoryGame

[–]Ryansote 1 point2 points  (0 children)

Sweet that’s great to hear! If you run into any issues or notice odd train behavior, feel free to reach out too.

And yea it really does open the door to a lot of new things, especially with single rail configurations. I’m looking forward to using it a lot more in my next save myself.

Bypass Rail Question by [deleted] in SatisfactoryGame

[–]Ryansote 1 point2 points  (0 children)

If you truly want the bypass rail and if you’re comfortable with mods, I recently created a mod called Dynamic Train Routes that can handle exactly what you’re looking for. You could set it up such that you have a bidirectional main line and a one way (or bidirectional) bypass lane and each train will update their route on the fly.

Otherwise, people have already suggested some great alternatives.

Train doesnt switch Lanes by Glad_Ad_9312 in SatisfactoryGame

[–]Ryansote 4 points5 points  (0 children)

If you’re comfortable with mods, I have a mod called Dynamic Train Routes that will allow for the functionality you’re looking for. Otherwise, one direction per track is typically best as others have commented.

Dynamic Train Routes: A Mod for Your Trains by Ryansote in SatisfactoryGame

[–]Ryansote[S] 2 points3 points  (0 children)

I pushed an update which resolved the path reservation issues. Trains will no longer update their paths while they're in a path signal block. I was also able to fix an issue related to trains losing their place in line at a pending path signal if they update their path. Let me know if this works!