Thr Fuel signal. The train froze forever. Unexpected result
Posted: Fri Nov 01, 2024 9:03 am
Hi, I want to make a train schedule that is resistant to possible errors or possible changes in the refueling part, but the game seems to resist this.
What does the problem look like or maybe I don’t understand something and this will help me figure it out.
If there are several types of fuel on the train, for example during automated refueling, this will bring unpleasant consequences, for example, complete freezing:
1. If you set the condition “Full refueling”, and you do not have one or two of the three types of fuel present on the train, this will lead to the fact that the train will never be refueled.
2. If you set the condition "Fuel in all locomotives 'Special symbol' < 'n'", and the trigger fuel that brought the train to the station is missing, then the condition will never be satisfied.
3. If we set the condition for completion "Fuel in all locomotives 'Special symbol' > 'n'", and the trigger fuel that brought the train to the station is not in the first slot - this will essentially deprive us of one or two slots, which will force the train will have to refuel 2 or 3 times more often, since the interruption will be triggered based on the amount of fuel in the first slot.
4. In the screenshot I showed an example of how I got rid of the problem of “eternal parking”, but here there is still the problem of fuel in a non-first slot, which will reduce the travel time without refueling.
I understand that it is possible to assemble and run a fuel checking system on a train, but I don’t see an elegant solution, but I do not see an elegant solution, and also, in my opinion, the “Fully filled” condition is insufficient, and also it and the special “Fuel” signal are unstable in the face of errors that are errors in fact they are not.
I see the most adequate solution here is to unload the locomotives before refueling and check via OR that they are fully refueled, however, if the trigger fuel is in the first slot, it will trigger the interrupt until the train burns it completely. I'm not sure about the special symbol "Fuel", when it does not allow me to move, even if I fill the train, albeit incompletely, but it is the trigger fuel that activated the interruption that does not allow me to move. And in general, fuels have different stack sizes, so it turns out that it is necessary to check each fuel separately rather than setting a special “Fuel” signal - relatively speaking, It’s better to refuel if: coal <20, solid fuel less than <6, rocket fuel <3, nuclear fuel <1. With nuclear fuel, it is imperative to unload the train; if you charge only 1, the train after the first station will immediately go to refuel, and so on ad infinitum, until the remaining slots are occupied by other fuel.
It turns out that the special “Fuel” signal is useless or at least less profitable than a set of several rules?
There may be a lot of water here, I'm just testing and jotting down thoughts so I don't forget.
What I think... The ideal solution would be to count the total amount of fuel inside, and also have the fuel burn start with the exact fuel that brought the train to the station. Is it possible to add logical if else elements? At a minimum, it would be great to be able to receive information about the train itself in the form of a signal indicating what is in front of us and what is inside it, as implemented in LTN. This will also allow for more flexible stations. I would like to be able to use different combinations of the train. Is there perhaps some solution for the Selecting Combinator? There are specialized conditions that are suitable for rockets, perhaps something can also be invented for trains?
I'd love to hear your thoughts or criticism. Thank you
What does the problem look like or maybe I don’t understand something and this will help me figure it out.
If there are several types of fuel on the train, for example during automated refueling, this will bring unpleasant consequences, for example, complete freezing:
1. If you set the condition “Full refueling”, and you do not have one or two of the three types of fuel present on the train, this will lead to the fact that the train will never be refueled.
2. If you set the condition "Fuel in all locomotives 'Special symbol' < 'n'", and the trigger fuel that brought the train to the station is missing, then the condition will never be satisfied.
3. If we set the condition for completion "Fuel in all locomotives 'Special symbol' > 'n'", and the trigger fuel that brought the train to the station is not in the first slot - this will essentially deprive us of one or two slots, which will force the train will have to refuel 2 or 3 times more often, since the interruption will be triggered based on the amount of fuel in the first slot.
4. In the screenshot I showed an example of how I got rid of the problem of “eternal parking”, but here there is still the problem of fuel in a non-first slot, which will reduce the travel time without refueling.
I understand that it is possible to assemble and run a fuel checking system on a train, but I don’t see an elegant solution, but I do not see an elegant solution, and also, in my opinion, the “Fully filled” condition is insufficient, and also it and the special “Fuel” signal are unstable in the face of errors that are errors in fact they are not.
I see the most adequate solution here is to unload the locomotives before refueling and check via OR that they are fully refueled, however, if the trigger fuel is in the first slot, it will trigger the interrupt until the train burns it completely. I'm not sure about the special symbol "Fuel", when it does not allow me to move, even if I fill the train, albeit incompletely, but it is the trigger fuel that activated the interruption that does not allow me to move. And in general, fuels have different stack sizes, so it turns out that it is necessary to check each fuel separately rather than setting a special “Fuel” signal - relatively speaking, It’s better to refuel if: coal <20, solid fuel less than <6, rocket fuel <3, nuclear fuel <1. With nuclear fuel, it is imperative to unload the train; if you charge only 1, the train after the first station will immediately go to refuel, and so on ad infinitum, until the remaining slots are occupied by other fuel.
It turns out that the special “Fuel” signal is useless or at least less profitable than a set of several rules?
There may be a lot of water here, I'm just testing and jotting down thoughts so I don't forget.
What I think... The ideal solution would be to count the total amount of fuel inside, and also have the fuel burn start with the exact fuel that brought the train to the station. Is it possible to add logical if else elements? At a minimum, it would be great to be able to receive information about the train itself in the form of a signal indicating what is in front of us and what is inside it, as implemented in LTN. This will also allow for more flexible stations. I would like to be able to use different combinations of the train. Is there perhaps some solution for the Selecting Combinator? There are specialized conditions that are suitable for rockets, perhaps something can also be invented for trains?
I'd love to hear your thoughts or criticism. Thank you