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Train interrupts scheduling train runs even though Requester stations have Limit = 0
Posted: Sun Nov 03, 2024 3:03 am
by Utahjarhead
Got a decent sized rail network set up. Everything was running PERFECTLY when I had a schedule and single set of interrupts per resource. Scaled horribly and it was painful any time a new factory was built. I reworked everything so it's now modular and trains now service requests from ANY provider.
My issue is that they seem to be ignoring the fact that the Unload stations are in fact full, so they fill up their cargo and then go idle because the next station is full. Screenshot of my interrupts are attached. Any thoughts as to how I can get the trains to not schedule a run if the Unload is full?
My save file is attached. Best example is to look for any of the green chip or copper loaders. Those are the biggest offenders.
My game save is attached.
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Re: Train interrupts scheduling train runs even though Requester stations have Limit = 0
Posted: Mon Nov 04, 2024 12:56 pm
by Zanthra
Do you have more that one load station for that resource? If so I suspect that multiple trains are getting interrupted before any of the trains depart a load station and reserve the unload station.
I could not think of a good way around that myself. So instead I just named every load station the same, and had all the trains wait at the load station instead of a depot. Then did an interrupt using the current cargo wildcard if an unload station for the current cargo is open.
I just blueprinted a train and I add one for every load station I build, no schedule changes needed.
Re: Train interrupts scheduling train runs even though Requester stations have Limit = 0
Posted: Mon Nov 04, 2024 8:02 pm
by Zanthra
I got a chance to look at the save file this morning. One steel load station has 14 slots open. So when a steel unload station opens one slot, it is very likely that 14 trains will trigger the interrupt and add a schedule to load and unload steel before any train makes it to the load station, fills up with steel plate and finally makes a path to the unload station, finally filling it's reservation slot.
The quick way if you need a simple solution to fix the network as it is now so trains are not stopping on the tracks is to set train limit on the load stations to 1 and enable/disable the station. That way when a unload station opens, the max number of trains that can get interruped based on it is the number of load stations you have of that type of resource. Every one after the first will still fill up and have nowhere to go. They will however have an unload station for that resource in their schedule already, so will be quick to reserve the next unload station that opens.
A step further than that is the suggestion I made last night, because if trains are going to be waiting in the loading stations, might as well have them all wait in the loading stations. It does not matter which train is in which loading station, so they can all be named the same so the schedules can be the same, so you don't need a wildcard to get them to the loading station. Then they determine where they need to go to drop off the resource with the cargo wildcard rather than the circuit network wildcard.
You might also be interested in this feature request someone told me about to allow trains to reserve all the stations in an interrupt schedule when the interrupt is triggered.
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