[2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)
Posted: Tue Nov 12, 2024 11:37 pm
Not sure if this is a bug or an intended compromise. Apologies if the latter.
Summary: Interrupt condition handling (specifically evaluating if train is at a stop) appears different if the next station is full or if no path can be found.
What I did
Create Pick-up and Depot stations.
Set Pick-up as only station in schedule.
Create interrupt with conditions [Destination full or no path] AND [ Not at (Depot)] which sends train to the Depot station. No wait condition.
Train starts is currently at Depot station, attempting to depart for the Pick-up station.
Scenario A)
All pick-up stations are accessible, but full.
Outcome: as expected, the interrupt does not fire.
Scenario B)
There is a pick-up station that is not full, but there is no path from the Depot station the train is at.
Outcome: the interrupt continues to fire, ignoring the fact that the train currently at the depot station. It will continue to fire repeatedly.
Expected Outcome
Regardless of whether the next destination is full, or no path can be found, I would expect the interrupt to behave the same. I would expect the condition [Not at specified station] to work in both cases.
Please let me know if any further details / saves / etc. would be useful.
Many thanks for the excellent game.
Summary: Interrupt condition handling (specifically evaluating if train is at a stop) appears different if the next station is full or if no path can be found.
What I did
Create Pick-up and Depot stations.
Set Pick-up as only station in schedule.
Create interrupt with conditions [Destination full or no path] AND [ Not at (Depot)] which sends train to the Depot station. No wait condition.
Train starts is currently at Depot station, attempting to depart for the Pick-up station.
Scenario A)
All pick-up stations are accessible, but full.
Outcome: as expected, the interrupt does not fire.
Scenario B)
There is a pick-up station that is not full, but there is no path from the Depot station the train is at.
Outcome: the interrupt continues to fire, ignoring the fact that the train currently at the depot station. It will continue to fire repeatedly.
Expected Outcome
Regardless of whether the next destination is full, or no path can be found, I would expect the interrupt to behave the same. I would expect the condition [Not at specified station] to work in both cases.
Please let me know if any further details / saves / etc. would be useful.
Many thanks for the excellent game.