Hi JGR, are there any known bugs between Cargodist and daylength factors here? Because running a daylength factor here, Cargodist simply isn't sending cargo down new links. I have a savegame attached: a simple way to reproduce this would be to set up a passenger route between two towns and see if anyone ever uses it ( I get it staying white forever). The only fix seems to be to turn cargodist off and then on again. So some process in Cargodist seems to be not running.
Edit: Aha, turning "do not scale linkgraph days by the daylength factor" on seems to fix it. But it definitely wasn't just a matter of it taking 5 times longer than usual to update linkgraph!
I did some testing and cargo is routed on new links if you are patient enough. Part of the problem is that you have a highly disconnected network.
In your game link graphs are recalculated every 4 days, and you have around 108 link graphs, so an individual link graph is recalculated about every 432 days. So on average you'll have to wait around half that time for a link to be processed. Turning on "do not scale linkgraph days by the daylength factor" reduces that time by 5, but doesn't otherwise make any difference that I could find.
Perhaps I'll have a look and see if I can come up with a better way of scheduling link graph updates when there's a large number of small graphs.
i have been away for a while so sorry im a bit behind on everything
but thanks for considering these, and ya the mossy tracks might be abit glitchy and stuff, but at the same time do have a pretty good use tho, i have run hardpack patch for a while before and because the tracks got mossy helped me fix some issues with my lines. but it is your pack so you do have final say, i would more rather the other two anyways....
Random road re-construction is done already, there's a setting for it. Town road speed limits is on my to-do list, I've just been a bit busy with RL and such of late.