Thank you.fonso wrote:The issue with conditional orders is fixed now. I was comparing orders, not their destination stations for equality to find out about determinism. So if you had several orders for the same station it didn't work.
I've thought to another question. This is not a bug but a suggestion (maybee this has been discussed also ?). What do you think about the possibility of taking in count special orders like "no loading", "transfer" and so on, when determining the links ?
I thought about this because I've been confronted to an unexpected behaviour. Let me show it with an example: I have tree station. At station A, I have a brewery, producing goods, which are sent to station B. At station C, I have a sawmill, also producing goods, and those are also sent to station B. Until here, all is fine. But the brewery and the sawmill are near to a city. So, when those two citites expanded, the stations which were sending goods (A and C), started accepting goods themselves. The result is that, the goods of A are sent to B, but a part is resent to C (from B), because the train between B and C established a link coming back to the sawmill.
This is normal in regard to the mechanism of cargodist, but I think it could be interesting if we could have more control about that kind of question. I thought to several possible solutions.
1) Having the possibility to better define which cargos are accepted in a station. Let's say I have an industrial station near to a city, and some setting in the station gives the possibility to block passenger, mail, goods acceptance for this station. That's not unrealistic. But I know that this suggestion falls partially out of the domain of cargodist.
2) Another possibility to better check the game-behaviour would be that cargodist considers "no loading orders" in determining the capacity of a link and hence, the links themselves. When it finds a "no loading" order, it assumes it and don't consider this link/capacity as available. That would mean, add some complexity to the code which "builts" the existing and available links, but it would mean also giving a far better control to the player. In the previous example, I could put "no loading orders" for the trains coming back, from B to A, and from B to C, and avoid the goods dispatching.
What do you think about that ?