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Display Links cannot show schedules when Redstone Link is a condition

cai-tan opened this issue ยท 1 comments

commented

Describe the Bug

I want to create a transit system for my server, with about 3 separate "lines" leading to about 5 to 7 stations, with two-lane track layouts. I'd also like to do things such as stopping all the trains in order to safely expand lines, use specialized trains to build nicer-looking tunnels or pave certain sections later on, or reassign train schedules to every train on the network.

However, in testing, I have noticed that both the Redstone Link and Station Powered conditions will completely wipe all trains from the Display Board unless they are literally pulling into the station "now", even when those conditions are true.

I will be honest, I'm not entirely sure if this is a bug or not, but it does seem somewhat unintentional given the behavior of the Redstone Link condition, especially.

Reproduction Steps

  1. Create a sufficiently long train network with about three stations and three trains
  2. Create schedules to arrive at each station in sequence, and wait for 20 seconds as well as a Redstone Link condition.
  3. Power the Redstone Link frequency chosen for the schedule.
  4. Create and power a sufficiently large Display Board. Connect it to one station via a Display Link.
  5. Place a conductor in each train, then give them the schedule.
  6. After all three trains have been given schedules, and they have circled the network once, check the Display Board. Most of the time, only one train will display.

Expected Result

Because the Redstone Link condition is being read globally by the schedule, then the Display Link should regard all three trains as being on schedule as long as the Redstone Link is powered. All three trains should display on the Display Board.

Instead, no trains show on the Display Board, except for one train arriving "now".

Screenshots and Videos

No response

Crash Report or Log

No response

Operating System

Windows 10

Mod Version

0.5.1f

Minecraft Version

1.20.1

Forge Version

47.2.0

Other Mods

No response

Additional Context

If it is not planned to change this behavior, then please at least give some other way to lock down a track network in order to enable work.

commented

I noticed there is, in fact, documentation stating that only scheduled delays will be forecasted by display boards. Additionally, I found that disassembling a train at an active station basically locks down the track regardless (all other trains decide that the station is unreachable). That being said, I believe this means the initially reported issue isn't necessarily a bug. I'll consider remaking it as a suggestion later, but I know you guys are probably busy trying to update to a newer Minecraft version, seeing as you're too busy to implement a single character change hotfix to fix data filtering for potion pipes.