TL;DR
Add a train schedule condition for a signal matching the train's ID.What?
I was re-reading the train schedule FFFs while working on a complicated train stop concept in 1.1 and had an idea. It would be powerful to be able to have train interrupts trigger when a signal matches their Train ID. It would technically be possible to do this manually from what has been shown so far by hard coding the Train ID as a constant after reading it, but that wouldn't be practical at scale and would break groups.With radars now passing signals across a surface it would be trivial to have every depot connected to a surface wide train signal network giving access to every idle train through circuit signals. It would be possible to call specific trains to stops, like personal transport trains. Another use would be the ability to increment a counter to go through every train ID (depots could update min/max known IDs by reading them) to call every train to a stop one by one, I've done this during fuel changes in a much worse way before.
Why?
Here's an expanded example on the personal transport train idea in particular since it seems like that might be the primary means of transportation between islands on Fulgora initially. In multiplayer you could have a group of transport trains where each player has a dedicated train. In 1.1 each train needs to have the ID hard coded as part of their schedule. At outposts each player could have a dedicated stop for their train with the train ID signal sent when they want to access it. Here's a practical demonstration of this: https://youtu.be/9uf73ktEDvAAdding the train ID condition to trigger an interrupt would allow both the red and blue trains in this example share a schedule in a group. So all transport trains could be manged together, but still accessed independently.
I'll admit this likely has limited applications and I'm getting ahead of the 2.0 update. But I figured it might be easier to get something like this added before release rather than after.