I feel like I should write a followup to explain more broadly, since we're off topic here, but it does work with both station types - I do it by first waiting for a signal, and if nothing happens, allow wildcard interrupt to trigger after.
The downside is a train needs to wait a few seconds longer ...
Search found 7 matches
- Tue Jun 30, 2026 5:50 am
- Forum: Ideas and Suggestions
- Topic: Train station name via circuit network
- Replies: 9
- Views: 908
- Fri Jun 26, 2026 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Train station name via circuit network
- Replies: 9
- Views: 908
Re: Train station name via circuit network
- circuit-based train routing (see eg. this on Reddit ):
indeterministic destination: trains might arrive to wrong destinations, requiring corrections by rerouting
is incompatible with interrupt-based generic trains
only 1x requester station might be open at the same time, requiring ...
- Fri Jun 26, 2026 6:30 am
- Forum: Ideas and Suggestions
- Topic: Radar channels
- Replies: 10
- Views: 7298
Re: Radar channels
With the inclusion of multiple universe channels coming in 2.1, a player may expect surface mode to also have multiple channels.
(Regardless, having multiple universe channels is huge, definitely my favorite feature in 2.1 - thank you!!!)
(Regardless, having multiple universe channels is huge, definitely my favorite feature in 2.1 - thank you!!!)
- Sat Jun 13, 2026 12:45 am
- Forum: Not a bug
- Topic: [2.0.76] Train in "no path" state not considered in station
- Replies: 4
- Views: 460
Re: [2.0.76] Train in "no path" state not considered in station
Appreciate the quick response and confirmation, I'll just remove my use of 'no path' conditions entirely in this case.
- Fri Jun 12, 2026 6:50 pm
- Forum: Not a bug
- Topic: [2.0.76] Train in "no path" state not considered in station
- Replies: 4
- Views: 460
Re: [2.0.76] Train in "no path" state not considered in station
Oh yes, thanks for adding the clarification and simplifying it.
It is surprising that a train that is at a station and has not moved may not be considered 'at a station' for interrupts.
It is surprising that a train that is at a station and has not moved may not be considered 'at a station' for interrupts.
- Fri Jun 12, 2026 5:34 pm
- Forum: Not a bug
- Topic: [2.0.76] Train in "no path" state not considered in station
- Replies: 4
- Views: 460
[2.0.76] Train in "no path" state not considered in station
Hello, thank you for a wonderful game.
I've noticed that a "no path" interrupt is triggering despite an explicit "not at (Item Input) station" condition when "allow interrupting other interrupts" is set.
Steps to reproduce:
Create a train schedule with the following schedule and interrupts ...
I've noticed that a "no path" interrupt is triggering despite an explicit "not at (Item Input) station" condition when "allow interrupting other interrupts" is set.
Steps to reproduce:
Create a train schedule with the following schedule and interrupts ...
- Thu Jun 11, 2026 1:12 am
- Forum: Ideas and Suggestions
- Topic: Set absolute and relative grid separately.
- Replies: 8
- Views: 6229
Re: Set absolute and relative grid separately.
This would be such a great quality of life to have.
Absolute positioning helps with initial blueprint alignment, relative positioning is for dragging connected blueprints out.
Having both would be such a good quality of life. As it stands, I'm using absolute positioning for macro-level things ...
Absolute positioning helps with initial blueprint alignment, relative positioning is for dragging connected blueprints out.
Having both would be such a good quality of life. As it stands, I'm using absolute positioning for macro-level things ...