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Topic: Strange deadlock (Read 15255 times) previous topic - next topic

Strange deadlock

Hello all

I've a strange behaviour in one game I'm playing. I've a two-freightyard stop besides an old sawmill, and connected by two separate roads to a two-freightyard stop besides a materialswholesale. I have also two routes between the two stops, each one using one freightyard of the sawmill, one road and one freightyard of the materialswholesale.

But I'm seeng that no material p****es from the sawmill to the stop: I've 188 planks in the sawmill and none in the stop.

It happens that at no particular times the stop suddenly refills from the sawmill, and the routes continue working until the stop empties again.

Any idea?

Thanks

Re: Strange deadlock

Reply #1
Maybe it's this option that you have in your simuconf.tab

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

If the materialwholesale is "full" and just in time flag is set, they won't accept good until there's some space in their stockpile again.

Re: Strange deadlock

Reply #2
Checked the materialwholewholesale and you're correct, thanks.

The problem now has changed: I need to maintain a certain level of movement from the timber plantation to the old sawmill, and from this one to the materialwholesale, to avoid losing money due to road maintenance. How can I make the materialwholesale spend planks faster?

Thanks (again)

 

Re: Strange deadlock

Reply #4
No, I can't, I'm playing 1850 with timeline. No oil, nor electricity.

If there is not another solution, I will try to make the finest possible balance between maintenance and continuity of the supply.

I will post the solution.

Thanks