Hi all,
I want a train to automatically resupply mining outposts with ammo, but only when it is needed. So I set up some circuit conditions, but it isn't behaving like I expect it would. According to the wiki, https://wiki.factorio.com/Train_stop, a train should automatically skip a disabled station if there are no stations with the same name that are enabled. Sure enough, there are no duplicate stations, only one of each exist.
So since the station it's trying to go to is disabled, it should be skipped, right? Well it's not.
It's just sitting there, saying the train station it's trying to go to is full. So I'm not sure what it is I am not understanding.
The stations sure seems to think it is disabled.
Edit: Rewording.
Help me understand train circuit conditions.
Help me understand train circuit conditions.
Last edited by xcool233 on Thu Nov 07, 2024 7:12 am, edited 1 time in total.
Re: Help me understand train circuit conditions.
The train is just sitting at where is restocks its ammo.
Also sorry about the lack of save file.- Attachments
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- legit4.zip
- (9.23 MiB) Downloaded 6 times
Re: Help me understand train circuit conditions.
The station is indeed disabled, maybe because there is no ammo request. Check the circuits on that station.
As the station is disabled the train will not go there. However, there has been a change for 2.0.
Trains no longer skip disabled stations. They treat disabled stations as if they have a train limit of 0.
There is currently no feasible way to skip. You should use interrupts instead.
As the station is disabled the train will not go there. However, there has been a change for 2.0.
Trains no longer skip disabled stations. They treat disabled stations as if they have a train limit of 0.
There is currently no feasible way to skip. You should use interrupts instead.
Re: Help me understand train circuit conditions.
There are several problems in the save game, the train cannot leave the place to drop ammo in the copper area due to missing signals it's quite unclear how it left after dropping ammo there in the first place.
I'm not sure what all the mods do, but in vanilla factorio, it is possible to have a train do what you attempted to do without using interrupt by naming all the drop off station the same, and then only having 2 option on the schedule load->unload , this works in your save if you rename the copper and oil ammo drop off area to the same name and edit the schedule to have only 2 stations.
If you want to use several trains, you can use the "limit" instead and not enable/disable stations, but increase their limit above 0, to 1 to prevent many "ammo trains" to rush to the newly opened station.
I'm not sure what all the mods do, but in vanilla factorio, it is possible to have a train do what you attempted to do without using interrupt by naming all the drop off station the same, and then only having 2 option on the schedule load->unload , this works in your save if you rename the copper and oil ammo drop off area to the same name and edit the schedule to have only 2 stations.
If you want to use several trains, you can use the "limit" instead and not enable/disable stations, but increase their limit above 0, to 1 to prevent many "ammo trains" to rush to the newly opened station.
Re: Help me understand train circuit conditions.
Ah, sorry about the signal thing, I was working off an autosave and didn't send that one which had fixed the problem, I probably just drove it out manually. But I just used interrupts, it was pretty painless, but I appreciate the insight nonetheless.mmmPI wrote: ↑Thu Nov 07, 2024 7:31 am There are several problems in the save game, the train cannot leave the place to drop ammo in the copper area due to missing signals it's quite unclear how it left after dropping ammo there in the first place.
I'm not sure what all the mods do, but in vanilla factorio, it is possible to have a train do what you attempted to do without using interrupt by naming all the drop off station the same, and then only having 2 option on the schedule load->unload , this works in your save if you rename the copper and oil ammo drop off area to the same name and edit the schedule to have only 2 stations.
If you want to use several trains, you can use the "limit" instead and not enable/disable stations, but increase their limit above 0, to 1 to prevent many "ammo trains" to rush to the newly opened station.
Re: Help me understand train circuit conditions.
If your ammo train would need to pickup ammo, and maybe oil, or not, before going to the drop off station to unload ammo and oil , it would be a case for interrupt imo, where at the ammo picking up station by reading the train content, you could emit a different signal to trigger a different interrupt to tell the train to either go to the load oil station, or to the unload directly. "skipping station" when the schedule is either 2 or 3 station long
it's new and i'm not used to use them, for point A to point B, i use the old things x)
it's new and i'm not used to use them, for point A to point B, i use the old things x)