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In the attached save game, created with r21766, the farm trains have non-explicit order to drop their cargoes at the FPP using couple of waypoints. The 2 stations placed between those waypoints keep piling up in the order for those trains until number of orders reach 254. Also, before reaching that many orders in the list, the trains start not following the next explicit orders. Please see the attached save game, then watch it in fast forward for about 4 years, and you should start to see problems.
I believe this patch solves at least part of the issue. It does 2 things:
It prevents auto orders from being created if the order list is empty. We cannot tell when the vehicle starts its next "turn" in that case, we even cannot tell if it goes some kind of deterministic route at all.
It removes unreached auto orders not only when reaching an ordered station, but also when reaching an ordered waypoint or depot. This prevents the orders in the given savegame from piling up.
I cannot reproduce the problem with explicit orders not being followed, yet, but I'll try again later.
I guess I know what you mean by "not following explicit orders". When there are additional (wrong) auto orders between the drop station and the waypoint following it, the order list window suggests that the trains are following one of those auto orders. This is not the case, though. The status bar of the vehicle window shows the "real" order the vehicle is following right now and the arrow in the order list shows which auto order it guesses to reach next. This is slightly confusing, but mostly an effect of the existance of wrong auto orders which the patch fixes.
Sylf opened the ticket and wrote:
Attachments
Reported version: trunk
Operating system: All
This issue was imported from FlySpray: https://bugs.openttd.org/task/4404
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