I'm playing a modded (space exploration) game and noticed that the schedule for train doesn't grey out a stop that is deactivated on the train surface, but is activated on another surface.
Simplified explanation :
I have 2 surface, "Nauvis" and "orbit"
- Nauvis : 2 train stop, A and B.
- orbit : 2 train stop A and C and D
When not needed, the stop A on a surface can be disabled using circuit network (some other station too)
If the stop A from orbit is deactivated and the stop A from the other surface (nauvis) is not :
EXPECTED : On the surface "orbit" (that have the deactivated A stop), the train should have the stop in its schedule greyed out since the stop is deactivated on this surface.
ACTUAL : On the surface "orbit", the train have the A stop not greyed out (but doesn't try to path to it as there is no "no path" message). Clicking on the "play" button to send the train to the stop do nothing (the train doesn't change the target station and no error message is displayed).
Here : A screenshot that should bring more comprehension to the problem
You can see that the stop is deactivated (right of the screenshot), but the train schedule on the left show the stop not greyed. Even more, that train have finished loading and is now full. As expected the train didn't go the the next station.
Here a log file in which I have only loaded a save, opened the train schedule and clicked on the "play" button (but it do nothing as it should like mentioned before). I didn't see any error in it.
I didn't joined my save since my upload speed is horrible. If you really need it just ask and I could try to upload it later this week.
I have done some research before posting and found this fixed bug (viewtopic.php?f=11&t=73551&p=444431) It seem to be the same problem, but this time the train shown "no path". In my case the train behave correctly, only the schedule isn't reflecting what the train do.