Interuptors for train fuels to be based of item's stack
Posted: Fri Mar 27, 2026 5:41 pm
Hello
i will try to keep it short
due to quality, mods, and more, we need to add mutiple type of fuels for interupters, why? because a wild card for fuel saying less then 3 would and will work for rocket fuels, as well as nuclear fuel, as well as the quality versions of them, but will not work well start of game where the 3 might not be enough, and will get messed up even more due to mods that change the size. And the ideea is very simple, insted of creating separate interupter (one for the coal and solid fuel), insted the trains to not even have an interupter for fuel and insted, if they don't have at least 1 stack of fuel (when about to leave a station), it will make them go to the train station that has the current fuel wildcard but that can be now a normal icon. Exemple i put 1 rocket fuel, 1 nuclear fuel, 1 coal. The train will not go to that station since 1 nuclear fuel is full stack. But once the train will consume the use the 1 nuclear fuel, next time it leaves a station it will head to get fuel.
to rephase: the current system work with no issues if no mods, but once mods are added, more and more work around needs to be implemented for fuel meaning that insted of the interupters to be focused on the train, they need to ensure they are done so that the train can go any time to get fuel if needed. While what i sugges is essentially the ideea of:
Iteruption Pick up A: if fuel is under N, then go to fuel up station 1st, then go to the pick up station
Iteruption Pick up B (as in BOTH exist at the same time in a train schechule): if fuel over N, the go to pick up station
So my suggestion is really to separate the fuel related interupter so it can be just "go to the pick up station" but if the fuel is under, the same interupter i wrote will include visit to fuel up station.
Also, i understand that we can have blueprints with the fuels, what i don't understand is why can't we have trains, that just like the burner inserter, will have a little juice left. This will ensure that we don't even need to have the bots bring fuel, since this extra little "juice" will ensure the tains, from where they where build by bots, can go next to the fuel up station = we can skip the add fuel when constructing trains and only need to ensure they are close enough to the fuel up station .... And now i hope it makes more sense why i said the trains to have integrated to go to the fuel up station if not enough fuel = we only need to build the trains, we don't need to even touch anything regarding fuel as long as the station exist.
i will try to keep it short
due to quality, mods, and more, we need to add mutiple type of fuels for interupters, why? because a wild card for fuel saying less then 3 would and will work for rocket fuels, as well as nuclear fuel, as well as the quality versions of them, but will not work well start of game where the 3 might not be enough, and will get messed up even more due to mods that change the size. And the ideea is very simple, insted of creating separate interupter (one for the coal and solid fuel), insted the trains to not even have an interupter for fuel and insted, if they don't have at least 1 stack of fuel (when about to leave a station), it will make them go to the train station that has the current fuel wildcard but that can be now a normal icon. Exemple i put 1 rocket fuel, 1 nuclear fuel, 1 coal. The train will not go to that station since 1 nuclear fuel is full stack. But once the train will consume the use the 1 nuclear fuel, next time it leaves a station it will head to get fuel.
to rephase: the current system work with no issues if no mods, but once mods are added, more and more work around needs to be implemented for fuel meaning that insted of the interupters to be focused on the train, they need to ensure they are done so that the train can go any time to get fuel if needed. While what i sugges is essentially the ideea of:
Iteruption Pick up A: if fuel is under N, then go to fuel up station 1st, then go to the pick up station
Iteruption Pick up B (as in BOTH exist at the same time in a train schechule): if fuel over N, the go to pick up station
So my suggestion is really to separate the fuel related interupter so it can be just "go to the pick up station" but if the fuel is under, the same interupter i wrote will include visit to fuel up station.
Also, i understand that we can have blueprints with the fuels, what i don't understand is why can't we have trains, that just like the burner inserter, will have a little juice left. This will ensure that we don't even need to have the bots bring fuel, since this extra little "juice" will ensure the tains, from where they where build by bots, can go next to the fuel up station = we can skip the add fuel when constructing trains and only need to ensure they are close enough to the fuel up station .... And now i hope it makes more sense why i said the trains to have integrated to go to the fuel up station if not enough fuel = we only need to build the trains, we don't need to even touch anything regarding fuel as long as the station exist.