I don't want to spam here, just want to provide helpful hints, but while the workaround in my last post stands I observe decider combinators not triggering correctly like this one:
grafik.png
The condition was met previously with 100k molten iron > 99k molten iron but the decider combinator did ...
Search found 4 matches
- Wed Mar 19, 2025 5:28 pm
- Forum: Pending
- Topic: [2.0.41] Train interrupts not triggering correctly
- Replies: 6
- Views: 761
- Tue Mar 18, 2025 7:49 pm
- Forum: Pending
- Topic: [2.0.41] Train interrupts not triggering correctly
- Replies: 6
- Views: 761
Re: [2.0.41-0] train interrupts are not triggering correctly
Ok I think I have found the actual issue: The "molten iron" and "molten copper" icons are not actually considered in wildcard interrupts for some reason. After setting the station names to electrolyte as a test the train is working again. Am I missing something?
grafik.png grafik.png
grafik.png grafik.png
- Mon Mar 17, 2025 1:45 pm
- Forum: Pending
- Topic: [2.0.41] Train interrupts not triggering correctly
- Replies: 6
- Views: 761
Re: [2.0.41-0] train interrupts are not triggering correctly
The workaround mentioned in 117530 does not seem to apply here, just FYI.
- Sun Mar 16, 2025 7:24 pm
- Forum: Pending
- Topic: [2.0.41] Train interrupts not triggering correctly
- Replies: 6
- Views: 761
[2.0.41] Train interrupts not triggering correctly
For some reason train interrupts seem to not triggering even when all conditions are met. This is especially obvious for fluid interrupts.
I do have a system in place which should keep trains in "depots" until a circuit condition with a negative value of a specific item appears to trigger them to ...
I do have a system in place which should keep trains in "depots" until a circuit condition with a negative value of a specific item appears to trigger them to ...