Switching fuel types with generic interrupts breaks them

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ZeroKey
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Switching fuel types with generic interrupts breaks them

Post by ZeroKey »

I'm going to ask here before posting in the suggestions section in case this is something that can be worked around or is intended.

When setting up train interrupts for refueling the options to trigger the interrupt are "Fuel (All locomotives)" and "Fuel (Any locomotive)" then you get your item slot (including wildcard), the logic deciders (>,<,= etc.) and finally either another item count or a constant number.

This has (at least) one limitation: Switching to different fuel types with different stack sizes.


Just so everyone is on the same page what my (and I'd assume the typical) interrupt schedule looks like.
Train Interrupts.png
Train Interrupts.png (121 KiB) Viewed 130 times
This train group contains all my trains that transport solids, the one for fluids looks identical just with different wildcards.

Now, if I understand this system so far correctly, there is no way to deal with different stack sizes of fuel.
Let's say I have nuclear fuel (stack size 1) on Nauvis and rocket fuel (stack size 20) on the other planets. With the wildcards it's reasonable (and probably intended) to set up one generic train group that services all resource stops and all you need to do is lay down another train, assign the group and off it goes. Irrespective of the planet it's on.
This scenario, however, will break the generic refuel interrupts since the fuel types and their stack sizes differ from planet to planet, meaning one would have to set-up separate train groups for each fuel situation bringing us, not quite back, but pretty close to where we were before the 2.0 update, where every train needs its own individual schedule based on its situation. Something I'd assume was meant to be avoided due to the introduction of the wildcards, interrupts and train group system.

A solution could be that, instead of setting the interrupt condition to "Fuel < (item count)" another condition is offered that is "Fuel < (stack count).
This would allow you to set the re-fuel interrupt to "Fuel < 2 Stacks". That way you also cover off switching from fuels that stack to 50 to fuels that stack to 20 (rocket fuel) or that stack to 1 (nuclear fuel).

Is this something that can be worked around and I haven't figured it out yet or is my understanding and my described consequences correct?

Mightyloly
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Re: Switching fuel types with generic interrupts breaks them

Post by Mightyloly »

Unfortunately, As far as I'm aware as well,
This is the only method to do a catch-all for fuel. which is individually assigning them these and-or conditions
since there's no condition for x AND ( x OR x OR x OR)
nor is there any condition for x < STACKSIZE
you have to do a bunch of different (x AND x) OR (x AND x) statements to make a catch-all
Image
This is a good suggestion.

schorsch_76
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Re: Switching fuel types with generic interrupts breaks them

Post by schorsch_76 »

Recently i switched from rocket fuel to uranium fuel with my trains. At the fuel loading station i added a logistic box to get rid of the now unwanted rocket fuel and the usual request box now with the uranium fuel. An inserter removes with a filter just the unwanted rocket fuel and one inserter inserts the new fuel.

At the interrupt, the trigger condition is:
Rocketfuel < 2 AND uranium fuel < 2

Done is: Uranium > 2 and Rocketfuel =0

This way, the trains stay on the tracks until their current fuel is consumed. all remaining fuel is then removed and replaced with the new fuel.

ZeroKey
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Re: Switching fuel types with generic interrupts breaks them

Post by ZeroKey »

schorsch_76 wrote:
Wed Oct 30, 2024 6:54 am
Recently i switched from rocket fuel to uranium fuel with my trains. At the fuel loading station i added a logistic box to get rid of the now unwanted rocket fuel and the usual request box now with the uranium fuel. An inserter removes with a filter just the unwanted rocket fuel and one inserter inserts the new fuel.

At the interrupt, the trigger condition is:
Rocketfuel < 2 AND uranium fuel < 2

Done is: Uranium > 2 and Rocketfuel =0

This way, the trains stay on the tracks until their current fuel is consumed. all remaining fuel is then removed and replaced with the new fuel.
That certainly works but isn't quite in the spirit of what I was thinking. I was hoping to find a way that works using only the generic (wildcard) filters and doesn't require messing with the schedule or the refueling stops. As it stands right now, I'm messing with the schedule to deal with switching fuels and that works but I have a feeling the devs intended more for this system then that.
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