Help to understand the logic on this interrupt
Help to understand the logic on this interrupt
bullets less than 400
or
Oxidizer less than 20k
or
Red fuel less thank 20K and gleba = 3
This is not what I need, I need:
if On Gleba AND
(
bullets less than 400
or
Oxidizer less than 20k
or
Red fuel less thank 20K
)
But if I put the planet first also doesn't trigger
I even tried This But it is also not working.
I am not sure if this is a bug or I am actually doing something wrong.
thanks
Re: Help to understand the logic on this interrupt
What are you trying to achieve with this interrupt ?
Re: Help to understand the logic on this interrupt
Ok it seems this should be doing what I expect, but is not
Is weird looking in the UI
Last edited by heggart on Mon Nov 11, 2024 9:11 pm, edited 1 time in total.
Re: Help to understand the logic on this interrupt
I am trying to make the ship recharge resources before any other mission on this planet.
so for example this send it to gleba to get cience But if get the science to fast then leave the planet with no bullets or get lost BCS of not fuel So this makes sure it get resources. I mean I can technically add the request to the first one but I want a generic interrupt that works for all the ships with different proposes without need to add always the add bullets add fuel constrain
so for example this send it to gleba to get cience But if get the science to fast then leave the planet with no bullets or get lost BCS of not fuel So this makes sure it get resources. I mean I can technically add the request to the first one but I want a generic interrupt that works for all the ships with different proposes without need to add always the add bullets add fuel constrain
Re: Help to understand the logic on this interrupt
If you want the ship to leave when all the request are fulfilled, you can make it in the schedule or as a condition for interrupt, it is the first option. that doesn't work for you ?
Re: Help to understand the logic on this interrupt
Ok, it seems I got some insights into the logic. Let's put it this way signals based on the current trip go this way
= 1 When you travel from this planet
= 2 When you travel to this planet
= 3 When you are stationary
so if you send the ship by clicking the button on the route planner with no other mission after The ship will stay stationary on this planet which would send signal of = 3. In this case my logic would work and trigger the interrupt once it arrives.
If the ship was sent to the planet by another interrupt the nested interrupt checking the circuit condition will trigger after the waiting condition finishes, I really thought this would trigger during the interrupt if you have on the option can interrupt nested interruptions. But still, this behavior is a bit weird in my experience.
When a ship is already traveling to another planet the interrupt will not trigger so things like checking for = 1 or even = 2 will have no effect.
Additionally, the game behaves differently if you click the X on the mission or in the logic checker If you click on the X of the mission the mission will be skipped and the game will not check for more interrupts and it will go directly to next mission.
If you click on the logic checker it will behave as if the logic checker would be passed and still look for more interrupts.
So basically my testing method was inconsistent leading to not accurate results. Hope this help ppl wanting to automate stations and interrupts.
for now, just checking when the ship is on a planet kind of works (maybe tomorrow I find I was totally wrong). since the objective is to have x amount of the objects, the extra condition I was checking there was not necessary even so, technically should work Have a nice one
= 1 When you travel from this planet
= 2 When you travel to this planet
= 3 When you are stationary
so if you send the ship by clicking the button on the route planner with no other mission after The ship will stay stationary on this planet which would send signal of = 3. In this case my logic would work and trigger the interrupt once it arrives.
If the ship was sent to the planet by another interrupt the nested interrupt checking the circuit condition will trigger after the waiting condition finishes, I really thought this would trigger during the interrupt if you have on the option can interrupt nested interruptions. But still, this behavior is a bit weird in my experience.
When a ship is already traveling to another planet the interrupt will not trigger so things like checking for = 1 or even = 2 will have no effect.
Additionally, the game behaves differently if you click the X on the mission or in the logic checker If you click on the X of the mission the mission will be skipped and the game will not check for more interrupts and it will go directly to next mission.
If you click on the logic checker it will behave as if the logic checker would be passed and still look for more interrupts.
So basically my testing method was inconsistent leading to not accurate results. Hope this help ppl wanting to automate stations and interrupts.
for now, just checking when the ship is on a planet kind of works (maybe tomorrow I find I was totally wrong). since the objective is to have x amount of the objects, the extra condition I was checking there was not necessary even so, technically should work Have a nice one
Re: Help to understand the logic on this interrupt
I don't really want to put it on schedule since this will require me to put it every time I add a new station. I want to use the system of interrupts but the logic was not really well understood. I still have the feeling may be one weird bug there especially since my interrupt is not triggering an older interrupt but I guess is ok for now, as I explained on the last post.
thanks for the answer