I want my train to go A->B->C->A->B->C forever, but go to X instead of blocking a train stop.
However, when B is full, the train goes A->X->C->A->X->C forever, skipping B completely. This is how I tried to do it:
When the interrupt is "Destination full or no path" (and only then) the interrupt's target stops are inserted one stop too late into the schedule.
Save file: see attached feedback_save.zip
[2.0.5] Train interrupt on destination full skips the full stop completely
[2.0.5] Train interrupt on destination full skips the full stop completely
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Re: [2.0.5] Train interrupt on destination full skips the full stop completely
Was about to report the same issue. In the attached save the refuel interrupt is working as intended while the destination full interrupt inserts a temporary stop AFTER the next entry in the regular schedule making the train skip that station.
Re: [2.0.5] Train interrupt on destination full skips the full stop completely
I have the same Issue
My trainstations are only activated, when there is enough materials to fully load it or enough space to fully unload it.
If every station is deactivated the trains should go to a Parking lot.
Since I always have only two stations for every train, all the trains want to go back to the station they were coming from after they were in the Parking lot.
Currently I dont see any way to fix this.
My trainstations are only activated, when there is enough materials to fully load it or enough space to fully unload it.
If every station is deactivated the trains should go to a Parking lot.
Since I always have only two stations for every train, all the trains want to go back to the station they were coming from after they were in the Parking lot.
Currently I dont see any way to fix this.
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Re: [2.0.5] Train interrupt on destination full skips the full stop completely
You can try to use fully interupt defined trains to get around this issue.
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Re: [2.0.5] Train interrupt on destination full skips the full stop completely
I think i am having the same issue. But not sure if its a bug
V2.0.11
I have 3 stations, schedule goes from "Station 1" to "Station 2". With an interrupt to go to "Test" if "Station 2" is full.
It proceeds to Station 2 as expected.
But when it gets to "station 2". I believe it is detecting that "Station 2" is full because IT is in "Station 2" which triggers the interrupt. It then skips "Station 1" completely.
My expectation with this schedule is that it would only go to the interupt after "Station 1" if another train was in "Station 2". And even if there was another train in "Station 2" I would not expect the interrupt to trigger between "Station 2" and "Station 1" because the next station in the schedule ("Station 1") is clear.
That said I understand that interrupts are designed to interrupt the schedule at any time but i cant think of a situation where you would want a train to be interrupted because a future station is full when the next station in the schedule is clear or that it would read the station as full if the train itself is in the station. Therefore i think this is a bug.
However I did try changing it to "destination full or not path" and it works with one train however when adding a second train the second train behind the first train reads that the first train has blocked the station and therefore skips the next clear station in the schedule. This to me is odd but its doing exactly what it says on the tin and interrupting because the condition is met.
And idea around this would be to put a condition on the station itself so it doesnt interupt the schedule when you dont want it to.
1. Put station 1 in the schedule
2. Put station 2 in the schedule.
3. Set condition on Station 2 (If Station 2 is full go to Parking)
This way the trains would always go to station 1 regardless of the state that station 2 is in.
In summary i am not sure it is a bug as it is doing exactly what its suppose to do but I feel the intention behind the Station full and destiation full interrupts should work differently. therefore I thought i should add my voice to this thread.
Thank you for all your hard work and an amazing game.
V2.0.11
I have 3 stations, schedule goes from "Station 1" to "Station 2". With an interrupt to go to "Test" if "Station 2" is full.
It proceeds to Station 2 as expected.
But when it gets to "station 2". I believe it is detecting that "Station 2" is full because IT is in "Station 2" which triggers the interrupt. It then skips "Station 1" completely.
My expectation with this schedule is that it would only go to the interupt after "Station 1" if another train was in "Station 2". And even if there was another train in "Station 2" I would not expect the interrupt to trigger between "Station 2" and "Station 1" because the next station in the schedule ("Station 1") is clear.
That said I understand that interrupts are designed to interrupt the schedule at any time but i cant think of a situation where you would want a train to be interrupted because a future station is full when the next station in the schedule is clear or that it would read the station as full if the train itself is in the station. Therefore i think this is a bug.
However I did try changing it to "destination full or not path" and it works with one train however when adding a second train the second train behind the first train reads that the first train has blocked the station and therefore skips the next clear station in the schedule. This to me is odd but its doing exactly what it says on the tin and interrupting because the condition is met.
And idea around this would be to put a condition on the station itself so it doesnt interupt the schedule when you dont want it to.
1. Put station 1 in the schedule
2. Put station 2 in the schedule.
3. Set condition on Station 2 (If Station 2 is full go to Parking)
This way the trains would always go to station 1 regardless of the state that station 2 is in.
In summary i am not sure it is a bug as it is doing exactly what its suppose to do but I feel the intention behind the Station full and destiation full interrupts should work differently. therefore I thought i should add my voice to this thread.
Thank you for all your hard work and an amazing game.
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