As in title, there is something going really wrong with cargo truck pathfinding which suppose to generate mixed path (with train/plan/ship parts).. One issue is CanUseLane that is comparing allowed RailVehicle with CargoTruck which obviously fails so higher or Strict vehicle restrictions aggression setting can break paths (at low it still collects penalties but still might work for shorter paths). Completely disabled feature doesn't fully solve the problem as in certain conditions path might not be found unlike in vanilla (without TMPE).
Code responsible for initial problem is quite old but there is a chance that one of the recent changes/patches could just reveal the problem present already from the first implementation of the vehicle restrictions feature.
Conclusions
Setting vehicle restriction aggression any option above Low increases change of failed paths,
Disabling vehicle restrictions feature doesn't seem to fully fix the problem - in certain conditions path may still fail
Vanilla works perfectly, length of path or multiple transport type switching doesn't play any significant role
Log files
No log, it's not something that throws traceable errors.
I use slightly modified bus tool - patched TransportLaneAI.StartPathfind to query for path with exactly the same parameters as normally cargo truck use which obviously helps visualizing final path (if exist) instead of digging in the pathfinding logs.
Describe the problem
As in title, there is something going really wrong with cargo truck pathfinding which suppose to generate mixed path (with train/plan/ship parts).. One issue is
CanUseLane
that is comparing allowedRailVehicle
withCargoTruck
which obviously fails so higher or Strict vehicle restrictions aggression setting can break paths (at low it still collects penalties but still might work for shorter paths). Completely disabled feature doesn't fully solve the problem as in certain conditions path might not be found unlike in vanilla (without TMPE).Code responsible for initial problem is quite old but there is a chance that one of the recent changes/patches could just reveal the problem present already from the first implementation of the vehicle restrictions feature.
Conclusions
Log files
No log, it's not something that throws traceable errors.
Savegame?
Good example test case (Airports DLC and Industries DLC are required to run it because of used dlc assets) https://forum.paradoxplaza.com/forum/threads/cities-skylines-steam-airport-dlc-cargo-train-terminal-never-spawn-trucks-with-load.1558724/post-28638023
Screenshots?
With TM:PE (disabled vehicle restrictions) notice that in certain but weird conditions path does not appear (not found)
https://user-images.githubusercontent.com/19638970/204152898-0976ddfd-8231-4f7b-9311-9ea0857fcb8c.mp4
Vanilla:
https://user-images.githubusercontent.com/19638970/204152873-e625a4a2-893a-4410-9628-e408c078bb40.mp4
Notes
I use slightly modified bus tool - patched
TransportLaneAI.StartPathfind
to query for path with exactly the same parameters as normally cargo truck use which obviously helps visualizing final path (if exist) instead of digging in the pathfinding logs.