- I have created an interrupt that sends trains to the depot when all destination stations are full
2. What happened?
- Functionally interrupts work as expected: trains wait at the depot until a destination station is available.
- UI-wise every train waiting at a depot under this interrupt flickers every second attempting to go somewhere and immediately reverts back to the interrupt. These flickers affect multiple UI components:
- "Edit interrupt" menu: any open dropdown (add wait condition, add interrupt condition) from a train currently at interrupt resets when flick happens, so editing is impossible
- "Trains" tab in "Train overview" window constatly jiggles because of iterrupt routes appearing and dissapearing for a split second, so choosing a train becomes difficult
3. What did I expect to happen?
- I expected everything apart from flickering UI
4. Does it happen always, once, or sometimes?
- It happens continuosly as long as there is a train satisfying interrupt condition at the interrupt station.
Here is the interrupt setup. Any dropdown in this menu will reset when flick happens (if open from an interrupted train).
Interrupt setup
Here is trains tab. On the screenshot you can see just one iterrupted route marked with red arrow, but in reality there are dozens of interrupted routes appearing for a split second all over the place, making routes jump and jiggle.
Trains tab
Trains waiting at the depot. You can see one train with headlights on, it's in this state for a split second and then reverts back to being iterrupted like the rest of the trains on the image. Every train on the image does the same flick every second.
Trains in the depot
As I understand this might be how trains work: infinitelly check conditions. This is understandable, however the UI implication are annoying. The simplest solution to this issue would be to only show UI changes if they persist for longer than a tick.