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Railway

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Revision as of 21:27, 4 October 2018 by Bilka (talk | contribs) (Updated info)
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Before a train moves to a target (in this case, a Train stop), it calculates the best route based on the railway network at that time.

For calculation it uses a simple A*-algorithm: The pathfinder first builds a list of non-disabled stops that match the name in the schedule, then searches outward from both ends of the train at once, if applicable, in segments. A segment is an uninterrupted plain sequence of rails, with no intersections, stops, or signals (all of which define segment borders). The cost (distance) is calculated using the following weighting rules:

  • Base cost for a block/segment is the length of the segment (linear grid length along the center of the rail).
  • When the rail block is occupied by a train -> Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don't matter much.
  • When the rail block is guarded by a rail signal set to red by the circuit network -> Add a penalty of 1000.
  • When the path includes a train stop that is not the destination -> Add a penalty of 2000.
  • When the path includes a train stop with a train stopped in it -> Add a penalty of 500.
  • When the path includes a train stop with a train stopped in it that doesn't have other valid stops in its schedule -> Add a penalty of 1000.
  • When the path includes a manually controlled stopped train -> Add a penalty of 2000.
  • When the path includes a manually controlled stopped train without a passenger -> Add a penalty of 7000.
  • When the path includes a train currently arriving to a train stop -> Add a penalty of 100.
  • When the path includes a train currently arriving to a rail signal -> Add a penalty of 100.
  • When the path includes a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited.
  • When the path includes a train that doesn't have a path -> Add a penalty of 1000.

The route of a train is recalculated in the following scenarios:

  • A locomotive that is part of the train is rotated. The train is forced to make a new path.
  • LuaTrain::recalculate_path() is called on the train by script. The train can be forced to make a new path.
  • The train does not have a path and a train stop that is part of train's schedule gets renamed or created. The train is forced to make a new path.
  • The train is pathing to a train stop that gets destroyed. The train is forced to make a new path.
  • A rail which is part of the train's path gets destroyed.
    • If the rail is the destination of the path, the train is forced to make a new path.
  • The train doesn't have a path and a rail gets created.
  • A rail gets created and invalidates a signal along the train's path. The train is forced to make a new path.
  • A rail block changes and invalidates a signal along the train's path. The train is forced to make a new path.
  • A rail signal gets destroyed or created.
  • The train is set to go to a station using the "Go to stop" button in the train's GUI.
  • The train's schedule is changed.
  • The train is switched to automatic control when it was previously manually controlled.
  • The train's braking force gets changed and the train is currently driving normally, arriving at a signal or arriving at a station.
  • The train is preparing to stop at a red signal that changes to no longer be red. The train is forced to make a new path.
  • The train encounters a red signal and the train is not inside a chain signal block. The train is forced to make a new path.
  • The train wants to depart from a train stop.
  • The train has waited at a chain signal for a multiple of 5 seconds.
    • If the trains has waited for a multiple of 30 seconds or if multiple train stops with the name of the destination exist, the train is forced to make a new path.
  • The train wants to depart from a signal that was red. The train is forced to make a new path.
  • If the train doesn't have a path, the path is recalculated every 128 ticks.
  • The train enters a new non-chain-signal block and can't reserve the next needed signal. The train is forced to make a new path.
  • The train collides with something that is not a train (like a player). The train is forced to make a new path.
  • The train is pathing to a train stop that gets disabled. The train is forced to make a new path.
  • The train doesn't have a path and a train stop that is in its schedule gets enabled.

History

  • 0.16.0:
    • The specific penalties can now be found in the utility constants, which allows mods to change them. (Undocumented)
  • 0.15.0:
    • Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
  • 0.11.17:
    • Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
  • 0.11.13:
    • Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
  • 0.11.11:
    • The pathfinding is based on penalties for blocked segments now. For trains waiting in station, the more remaining time in the station, the bigger penalty.

See also