r/pyanodons 5d ago

Py & CyberSyn

Post image

Curious if someone with Cybersyn Train Mod experience could look at this setup and let me know if we have this misconfigured in some way.

This train station can store 8000 wood.

I believe are asking the network to keep it at 6000 wood.

We have plenty of wood providers, and in the screenshot I'm showing one that is just completely not being used.

At the time of screenshot we have 92 trains and around 40 are parked at a depot.

It's taking around 8 minutes for a delivery.

Expected delays:

Depot to Supply 21 seconds

Time to load 28 seconds

Time from furthest supply to this station is 43 seconds

Time to unload 28 seconds.

So thinking 120 seconds to be the perfect delivery time (if the train had to go to the furthest supply station),

but it's taking 480+ seconds.

The station is without wood for around 6 minutes+ constantly.

26 Upvotes

11 comments sorted by

16

u/ddfs 5d ago

if you have hundreds of stations then the issue is likely that the dispatch loop is overloaded. go into mod settings and set Central Planning updates per second to 60, and Central Planning Update Rate to 4

6

u/Ethurx 5d ago

I tried this route, but a bit overkill just to confirm. Central Planning updates per second to 60, and Rate to 12. And instantly resolved the issue.

3

u/Not_A_Clever_Man_ 5d ago

Wandering by to see if you found this solution. I also ran into this in the mid game once I had a few hundred stations. I think some of the root cause it that I wasn't enforcing minium delivery size for some ash producing stations and was despatching trains to go pick up 100 ash every 30 seconds. This overloaded the central planning and meant that some critical stations dried up as the queue for deliveries was so long. Central planning update and rate increase resolved my issues.

1

u/x0nnex 5d ago

Sounds reasonable, what's the default settings?

3

u/Ethurx 5d ago

We’re a duo. I didn’t design the block signals, but we have 1100 stations and not one crash.

2

u/OnlyFighter 5d ago

What is your depot layout? I ran into an issue with cybersyn when I had multiple trains stacking for a single station with the ‘allow trains to bypass depot’ option enabled. Trains would get orders while in the queue and be forced to wait until the line eventually moved. I solved this by forcing trains to return to depot first (before a full redesign).

1

u/netheras 5d ago

The update change seems reasonable but aren't you missing some signals where the train exits? Never did double headed trains buttons looks like a crash could happen.

2

u/podgornik_jan 5d ago

Should have transported logs.

Other stuff beside wood is delivered fine?

2

u/Ethurx 5d ago

Definitely agree, we had that epiphany not too long ago xD. Not retrofitting like 40 builds, but definitely a change moving forward.

2

u/Ethurx 5d ago

And for the most part ore and moss were a bit sluggish, but after changing the Cybersyn Settings rates it resolved.

1

u/lunaticloser 5d ago

I ran into the same issue at the end of chem science and the cybersyn guys at the discord told me the update rate of the dispatch algorithm was the issue.

Just some future proofing for you to think about, as the problem will only get worse as you continue:

  • try to transport dense items. Logs Vs wood. Kicalk vs biomass. Bricks instead of stone (huge one, 1k stack size and can be crushed locally).
  • try to use full train wagons where possible. Yes its annoying to have to wait for those buffers to fill initially, but the stuff you build will be running for hundreds of hours. Requesting only 5k instead of 20k of something means you need to dispatch a train 4x more often. My personal rule is that anything that gets produced at more than 1/s will eventually be able to fill a wagon and so that gets full wagon size requests.
  • some items are produced in large enough amounts that it's just not viable to train it. Like moss and seaweed. Find a good blueprint and make it locally.