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[2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Tue Oct 29, 2024 7:58 am
by Dune
So, if the train has a loading station and fills up, and then is waiting for an available unloading station, but none are available, if the train has a fuel interrupt, it'll just leave for the interrupt instead of waiting until their next destination is available. IE, the train shouldn't interrupt unless the next destination in their schedule is enabled.
Picture is of a train occupying the fuel station because its next destination is unavailable.
- {F599A3FA-2C28-46CB-81A1-E0460AD06566}.png (846.64 KiB) Viewed 156 times
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Tue Oct 29, 2024 8:32 am
by Klonan
Hi,
Can you provide the save game?
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Wed Oct 30, 2024 12:00 am
by Dune
The save game - but at a later time from when it happened.
Edit: I opened the map and found an easy way to duplicate it. Go to the streel train, change the stop to disable by changing the sign to less-than (see picture) so that it is disabled. Then remove fuel from the train, down to less than 20 which is the fuel trigger. The interrupt triggers. The train will go to the interrupt stop (the fueling station) but then have nowhere to go.
- {468C8448-DCE3-4D6C-856C-57FDD7DC90FF}.png (1.4 MiB) Viewed 81 times
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Wed Oct 30, 2024 10:37 am
by Klonan
Ok, that is working correctly, the interrupt has no conditions about if it should care if it has cargo or not, it is just following the programming, and it isn't the interrupt systems responsibility to ensure subsequent stations are open
- 10-30-2024, 11-37-36.png (120.45 KiB) Viewed 68 times
IF you don't want it to refuel with full cargo, then add that as an interrupt condition
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Wed Oct 30, 2024 11:42 pm
by Dune
Is there a way to add a condition to see if there are open stations to the interrupt? Otherwise, it still seems broken. Wouldn't the spirit of the fueling station be that trains shouldn't remain there after they fill up?
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Posted: Wed Oct 30, 2024 11:47 pm
by Mightyloly
I highly recommend that if you use that kind of train system,
you should use 'waiting bays' or 'depots' for the trains to wait at until the station is open.
It'll reduce the amount of time a train is hogging a specific station if it has nowhere to go down to almost zero.
The depots should theoretically be nearby the fuel stations, sort of like rest stops that have gas pumps
However you implement such an idea is entirely up to you.