Search found 7 matches

by featheredtoast
Tue Jun 30, 2026 5:50 am
Forum: Ideas and Suggestions
Topic: Train station name via circuit network
Replies: 9
Views: 908

Re: Train station name via circuit network

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 ...
by featheredtoast
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 ...
by featheredtoast
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!!!)
by featheredtoast
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.
by featheredtoast
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.
by featheredtoast
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 ...
by featheredtoast
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 ...

Go to advanced search