So, I have a train interrupt which activates when any two stations (provider ands requester) are "not full" in the meaning that they have a train limit set to higher than 0 and not enough trains are coming for them.
I thought this meant that a train occupies a slot in both stations it has selected to go to because of the interrupt, but it is not the case.
A train only counts towards the train limit if it is actually on route to that station, so I am running into an issue which makes clumsy train management, which I hoped could be as close to ltn as possible.
The issue is that the first station, a provider, has a train limit higher than 1 and the second station, a requester, has a train limit of 1, it requests as many trains as its station limit allows to go to the provider.
This causes many issues, since if I only need a single train but instead have 3, the first train will satisfy the demand, the second can get a "destionation full" status while on route and the third might even stay at the provider station waiting for the requester to demand more material.
What am I missing?
Train interrupt conditions
Re: Train interrupt conditions
[Koub] Moved to Gameplay Help.
Koub - Please consider English is not my native language.
Re: Train interrupt conditions
I think this is actually nonintentional, can you move it to bugs, @koub?
Re: Train interrupt conditions
Nope, this has been discussed before and is operating as intended. You can add your voice to the suggestion thread to change it if you want: 119104Rayffer wrote: Fri Nov 15, 2024 12:10 am I think this is actually nonintentional, can you move it to bugs, @koub?
My mods: Multiple Unit Train Control, RGB Pipes, Shipping Containers, Rocket Log, Smart Artillery Wagons.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.