Hi all,
Can someone help me clarify the Train interrupt working methods?
If I change the name of the station (by mod) it changes the name of the target destination for an Interrupt? Why?
Short simplified brief:
I want to use Standardise Drop off train stations, and I'm using my trains by adding Interrupts with by condition of cargo item.
Lets say, the name of all the Drop of stations is "DROP". With mod help, I'm using a signal (request material) to add that signal as a sub-fix . So when the request is active, the name of the drop station is "DROP(UC Ironplate icon)"
Ican manage to laod a train with full UC Iron plate, and as the conditions are met, (UC Iron plate in cargo and full cargo) the interrupt activates tp the pre-defined "DROP(UC Ironplate icon)" station name. Cool, I'm happy.
However, when the request signal is gone (since the storage is raised after delviery, the Drop station name switch back to "DROP" since no request signal anymore. Its all good, everything as I expected .... BUT .... at the Interrups the target station name also changed back to "DROP". I doesn't keep the "DROP(UC Ironplate icon)" what I predefined for it during set up.
Why the hell the station name changes dinamically at Train interrupt?
If the issue isn't clear, please ask, I try to answer and\or describe with more details.
Thank you
Train Interrupts
-
TomyTheBest
- Burner Inserter

- Posts: 10
- Joined: Sat Jul 11, 2015 6:21 am
- Contact:
-
jdrexler75
- Fast Inserter

- Posts: 175
- Joined: Sat Nov 28, 2020 5:27 pm
- Contact:
Re: Train Interrupts
If I understand what you're describing correctly, this is a general behaviour independent of interrupts: whenever you rename a station whose name is unique, then all references to it in all train schedules (including interrupts) will change accordingly. Because it's the only station with that name, the game assumes that you want all trains to still service the same station even after renaming, for regular stops and interrupts as well.
So I think you may be able to get what you want, if you create some dummy stations with the same name, in which case existing schedules will not change. This may create other problems however...
All in all this a pretty esoteric use of the train system, and I would advise you to look into "tested and proven" setups that have been shown to be reliable. Otherwise getting trains to do what you want will be pretty frustrating, since you're going to be trying to force the game to do things your way, that the game was meant to do differently.
So I think you may be able to get what you want, if you create some dummy stations with the same name, in which case existing schedules will not change. This may create other problems however...
All in all this a pretty esoteric use of the train system, and I would advise you to look into "tested and proven" setups that have been shown to be reliable. Otherwise getting trains to do what you want will be pretty frustrating, since you're going to be trying to force the game to do things your way, that the game was meant to do differently.
Re: Train Interrupts
This seems to be some issue with the mod that changes station names. In vanilla there is no such functionality, so no such behavior.TomyTheBest wrote: Fri May 01, 2026 9:53 pm Why the hell the station name changes dinamically at Train interrupt?
I recommend you don't control train station behavior by modded changing the station name but instead by controlling the train limit. If you want a train visit an unloading station set its train limit to 1 and above, and if it doesn't need a visit, set it to 0.
All these "requester and provider" setups have some pre-1.1 game behavior in mind: in these ancient game versions, there were no train limits. LTN stems from this time and many other similar ideas and concepts. They're all obsolete. As of game version 1.1 train limits are the method to make exactly 1 train visit some station if it requires new supply.
