For testing purposes (currently on my copper ore trains only) I am using train interrupts to send my train to a "depot", when they get a destination full/no path event. For those copper ore trains I am using a train group, which consists of two stops:
1. a Supply stop (to load copper ore)
2. a Demand/Dropoff stop (to unload copper ore)
If my copper ore trains get the "destination full/no path" interrupt" after finishing their unloading at a "Dropoff" station, the temporary stop is inserted BEFORE the current station, i.e. between the supply stop and the demand/dropoff stop. However the temporary stop should be inserted AFTER the demand/dropoff stop.
The consequence of this issue is that - when such an interrupt occurs - the train will go to the Depot station and then return empty to the Demand/dropoff station, which is not desired.
Save game files and screen shots can be found at https://www.dropbox.com/scl/fo/3li0wsqc ... ca4d9&dl=0
[2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule
Re: [2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule
I faced the same. 115988 seems to describe similar problem.
What I believe happens is "destination full/no path" interrupt always inserts the temporary stops AFTER the destination while expectation is BEFORE. I believe other interrupts (e.g. for fuel) always inserts the interrupt BEFORE destination (at least that would be my expectation), but I haven't tested for it.
What I believe happens is "destination full/no path" interrupt always inserts the temporary stops AFTER the destination while expectation is BEFORE. I believe other interrupts (e.g. for fuel) always inserts the interrupt BEFORE destination (at least that would be my expectation), but I haven't tested for it.