When the train is empty, it would be nice if there was a way to evaluate the wildcards into something existing without circuit conditions.
I was wondering if the "is full/is not full" could be changed to set the wildcard based on available station names if the wildcard is not previously set?
That would make interupts like these work quite well:
[2.0] Train interupt - item/fluid wildcard on empty trains
Moderator: ickputzdirwech
Re: [2.0] Train interupt - item/fluid wildcard on empty trains
If I am understanding what you want correctly, then you don't need to be using wildcards here. You can rename all your pickup stations to have the same name, e.g. "[item=passive-provider-chest]", and the functionality will be what you have asked for.
It doesn't really make sense for the wildcard to evaluate to an item while the train is not carrying any items.
I've attached my super basic train setup in the spoiler, but I believe it does exactly what you want it to.
It doesn't really make sense for the wildcard to evaluate to an item while the train is not carrying any items.
I've attached my super basic train setup in the spoiler, but I believe it does exactly what you want it to.
Basic train setup
Re: [2.0] Train interupt - item/fluid wildcard on empty trains
Yeah it can be done, my solution ended up looking like this , the suggestion is more for simpler setups :
Train Setup
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Re: [2.0] Train interupt - item/fluid wildcard on empty trains
While its possible to have all your loading stations of a specific train length keep the same name, that becomes problematic if you also want to have specific routes. e.g. if all your stations are "2x4 Loading", I can't then make a prioritized "this train always waits at iron ore until its full, drops off and goes back" task without doing exactly the same for every other station on the planet. Some routes are frequent enough that having a train there 24/7 is essential, others can be done according to demand.
It's also just not aesthetically as pleasing to have a bunch of loading stations that can't have their icon in the name. Which also makes it harder to use the train overview screen if you want to see how many of x stations you have or what y train is doing.
If players want to not have wildcards evaluate to an item for a condition when the train is empty then its very easy to add an "AND train is not empty" to your condition, so that shouldn't be a problem.
It's also just not aesthetically as pleasing to have a bunch of loading stations that can't have their icon in the name. Which also makes it harder to use the train overview screen if you want to see how many of x stations you have or what y train is doing.
If players want to not have wildcards evaluate to an item for a condition when the train is empty then its very easy to add an "AND train is not empty" to your condition, so that shouldn't be a problem.
Re: [2.0] Train interupt - item/fluid wildcard on empty trains
Found myself wanting something like that. At least if the station name (containing the wildcard) is mentioned in the trigger conditions.
That being said there is a simple signal workaround if your train(s) leave from the same distribution station.
Make your Trigger something like:
Trigger (And):
* Station<Signal> not empty.
* At <DepartureStation>
Target Station:
* Station<Signal>
And then just put down a constant combinator with all the possible target station icons.
Still not ideal but it will do for me ...
That being said there is a simple signal workaround if your train(s) leave from the same distribution station.
Make your Trigger something like:
Trigger (And):
* Station<Signal> not empty.
* At <DepartureStation>
Target Station:
* Station<Signal>
And then just put down a constant combinator with all the possible target station icons.
Still not ideal but it will do for me ...