So, the "im on that station" the issue here is that "that station" cannot use a wildcard in the search last time I checked.Amarula wrote: Tue Sep 15, 2026 2:42 pm So would it work to have an interrupt that says if I have cargo and if I am at the station to unload that cargo, then unload that cargo?
Search found 25 matches
- Tue Sep 15, 2026 3:18 pm
- Forum: Not a bug
- Topic: [2.0.73] Changing train group name causes memory loss in trains
- Replies: 5
- Views: 857
Re: [2.0.73] Changing train group name causes memory loss in trains
- Tue Sep 15, 2026 3:03 pm
- Forum: Not a bug
- Topic: [2.0.73] Changing train group name causes memory loss in trains
- Replies: 5
- Views: 857
Re: [2.0.73] Changing train group name causes memory loss in trains
The issue is that the interrupt gets re-evaluated on the station while in process. It's been a while since I last time played, so working from memory.
I have a conditional with full cargo; it has path delivery. With a conditional, there is "empty cargo". Actually, it doesn't matter which condition ...
I have a conditional with full cargo; it has path delivery. With a conditional, there is "empty cargo". Actually, it doesn't matter which condition ...
- Tue Sep 15, 2026 8:53 am
- Forum: Not a bug
- Topic: [2.0.73] Changing train group name causes memory loss in trains
- Replies: 5
- Views: 857
Re: [2.0.73] Changing train group name causes memory loss in trains
The issue is in the fact that any train that was going to a station with an interrupt forgets that it was going there and defaults to depo. This causes a train with wrong cargo to come to a wild card depo. So it becomes mixed.
- Wed Jan 28, 2026 1:30 pm
- Forum: Not a bug
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 11
- Views: 6447
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Would like to point out that this is a bug still.
It's not a bug. Circuit conditions in interrupts are a red herring and should never be used because circuit conditions are only valid when a train is stopped normally at a train stop and interrupts happen at any point during a trains life ...
- Wed Jan 28, 2026 12:38 pm
- Forum: Not a bug
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 11
- Views: 6447
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Would like to point out that this is a bug still.
I have trains that evaluate condition =/= 1; however, it seems the entire condition check is null, so it's always false, no matter what.
So, if I want a specific station to stop a train and make them not go to depo, and add a depo trigger condition ...
I have trains that evaluate condition =/= 1; however, it seems the entire condition check is null, so it's always false, no matter what.
So, if I want a specific station to stop a train and make them not go to depo, and add a depo trigger condition ...
- Sun Jan 25, 2026 9:35 pm
- Forum: Not a bug
- Topic: [2.0.73] Changing train group name causes memory loss in trains
- Replies: 5
- Views: 857
[2.0.73] Changing train group name causes memory loss in trains
What did you do?
I noticed it when I changed the group name; all trains I had standing on the temporary station entered sleep mode (luckily, I added "empty cargo" to the parking interrupt).
What happened?
Trains that were currently on the temporary station forgot why they were there and ...
I noticed it when I changed the group name; all trains I had standing on the temporary station entered sleep mode (luckily, I added "empty cargo" to the parking interrupt).
What happened?
Trains that were currently on the temporary station forgot why they were there and ...
- Mon Jan 19, 2026 4:30 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 463
- Views: 451271
Re: Performance optimization - post your saves
What about the ships?
The ships save the majority of the time (78%) is spent executing standard mod lua code in space exploration. Things like iterating tables, indexing/erasing from tables, lua garbage collection and so on. The remaining time is spent on the engine side doing the actual ...
- Thu Jan 15, 2026 3:55 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 463
- Views: 451271
Re: Performance optimization - post your saves
I looked at the grave save last night and it’s simply a matter of numbers. The mod is killing *so many* nests so quickly that the time spent is in sending lua damage events and death events and in attempting to call for aid around the nexts (bring biters near to attack whoever attacked it).
I don ...
- Wed Jan 14, 2026 8:18 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 463
- Views: 451271
Re: Performance optimization - post your saves
Both of these saves are synthetic, but also realistic. I'm running Space Exploration with a few other mods to provide an example of lag that happens while using a few of the provided features.
My system: 2k Resolution, 5070 mobile 8gb, ryzen 9 7845HX, 64gb ddr5 5200 (5600 but not XMR)
Glave Test ...
My system: 2k Resolution, 5070 mobile 8gb, ryzen 9 7845HX, 64gb ddr5 5200 (5600 but not XMR)
Glave Test ...
- Mon Jan 12, 2026 1:42 pm
- Forum: Questions, reviews and ratings
- Topic: Biter, lag and artillery, possible to fix?
- Replies: 2
- Views: 969
Re: Biter, lag and artillery, possible to fix?
The power of a solar beam is directly unleashed on biters.
- Mon Jan 12, 2026 1:12 pm
- Forum: Questions, reviews and ratings
- Topic: Biter, lag and artillery, possible to fix?
- Replies: 2
- Views: 969
Biter, lag and artillery, possible to fix?
Dimm2101
Incorrect. It's not the "compression to 1" that causes lag, but the "Vanilla" target search when taking damage and there's no suitable target nearby.
This is especially noticeable if you try to set a crowd of Biters on fire with a flamethrower, far from the base.
Or, for example, in the ...
Incorrect. It's not the "compression to 1" that causes lag, but the "Vanilla" target search when taking damage and there's no suitable target nearby.
This is especially noticeable if you try to set a crowd of Biters on fire with a flamethrower, far from the base.
Or, for example, in the ...
- Mon Jan 12, 2026 3:46 am
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 1374
Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype
Sorry but this is not going to happen due to ill-formed interface request, there are not even any example use cases provided that would allow refining this request.
What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require ...
- Sat Jan 10, 2026 10:27 pm
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 1374
Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype
I have reworked the idea a bit. Is it feasible now?
At least the basic %consumption chance idea it started from.
Let's just say, I didn't expect a reply at all. So my first draft of the idea was not that great.
At least the basic %consumption chance idea it started from.
Let's just say, I didn't expect a reply at all. So my first draft of the idea was not that great.
- Sat Jan 10, 2026 9:19 pm
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 1374
Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype
Probability - of consumption of the ingredient.
percent_spoiled - item below X spoilage not accepted.
main_ingredient - kinda makes no sense now I think about it. Game doesnt care about what to consume.
Even adding % consumption to the ingredient will already be enough for most. The rest will ...
percent_spoiled - item below X spoilage not accepted.
main_ingredient - kinda makes no sense now I think about it. Game doesnt care about what to consume.
Even adding % consumption to the ingredient will already be enough for most. The rest will ...
- Sat Jan 10, 2026 6:42 pm
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 1374
RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
TL;DR
Basic Idea:
Make the Ingredients prototype come with:
probability - Chance of item consumption directly
consumption_on_craft - How many will get consumed on probability triggering.
More extended functionality:
Not crucial, but will allow for more interesting recipes.
spoilage_on ...
Basic Idea:
Make the Ingredients prototype come with:
probability - Chance of item consumption directly
consumption_on_craft - How many will get consumed on probability triggering.
More extended functionality:
Not crucial, but will allow for more interesting recipes.
spoilage_on ...
- Wed Jan 07, 2026 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
- Replies: 1
- Views: 911
[2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
Version [2.0.72]
What happened: If you change the reactor neighbourhood bonus and set it above 1, it will display as if it's still 100%, but calculations are correct.
What did you expect to happen instead? Values to display correctly and not use base 100%.
Happens always.
Без имени-1.png
If you ...
What happened: If you change the reactor neighbourhood bonus and set it above 1, it will display as if it's still 100%, but calculations are correct.
What did you expect to happen instead? Values to display correctly and not use base 100%.
Happens always.
Без имени-1.png
If you ...
- Fri Aug 23, 2024 11:15 am
- Forum: General discussion
- Topic: Flamethrower perfomance improvements in 2.0
- Replies: 0
- Views: 1206
Flamethrower perfomance improvements in 2.0
Considering that even in vanilla, if you use enough of them, the game starts to have issues running, will something be done with those?
On Gleba, your plan is for enemies to break into small enemies that, with how the flamethrower works now, will be UPS sinkholes. And mods that add their own ...
On Gleba, your plan is for enemies to break into small enemies that, with how the flamethrower works now, will be UPS sinkholes. And mods that add their own ...
- Sat Apr 22, 2023 8:36 pm
- Forum: Technical Help
- Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
- Replies: 2
- Views: 1265
- Sat Apr 22, 2023 7:05 pm
- Forum: Technical Help
- Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
- Replies: 2
- Views: 1265
- Sat Apr 22, 2023 7:01 pm
- Forum: Technical Help
- Topic: [Modded] Random lag and Lua garbage taking up to 700ms.
- Replies: 2
- Views: 1265
[Modded] Random lag and Lua garbage taking up to 700ms.
Im playing K2SE playthrough. At this point Im removing mods to the limit of what I need and what are needed.
I attached curent log. On top moment when Lua went bananas.
Time to time flip also causes 300ms minilag.
Specks 3060 laptop, ryzen 7 5800H
I attached curent log. On top moment when Lua went bananas.
Time to time flip also causes 300ms minilag.
Specks 3060 laptop, ryzen 7 5800H