Disable/set the train limit to 0 at the trains current station and enable/set limit to 1 at a different station with the same name (In this case triggered by a gate when a player walks close by).
Expected behaviour: If the station where the train is is disabled/train limit set to 0 and a different station (with the same name) is enabled, I would expect the train to go to the available station automatically (once its wait condition is fulfilled)
Observed behaviour: When setting the train to automatic, it will drive to an enabled station once and then stay at the then disabled train station forever.
I also attempted the following:
- Disable/enable stations
- Use "set station limit to 0/1" to enable/disable stations
- Set different conditions to "wait until" at the station
- Have no station/a disabled unrelated station scheduled and add an interrupt (varying conditions) to go to the desired station
- Added the same station twice to the schedule
- For some reason this led to the wait conditions to alternate between the scheduled stations even though the active station never changed.
- For conditions that are "always true" this created very fast blinking of the wait condition: (Pulses at a lot faster frame rate than the video was able to capture. Basically every frame)
I want to build a player "taxi" train around my base, using gates to briefly enable a station and have the train pick the player up
If this is intended behaviour, is there another way I can achieve the desired behaviour that does not involve logistic wires connected everywhere, dozens of PAX stations with unique names or an intermediate "waiting bay" station?