Revert to old Station Disabled/Train Limit behaviour?

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

15Redstones
Burner Inserter
Burner Inserter
Posts: 19
Joined: Wed Dec 27, 2017 2:16 am
Contact:

Revert to old Station Disabled/Train Limit behaviour?

Post by 15Redstones »

The old behavior for train stations was this:
Station disabled: Train skips it in schedule
Train limit full: Train waits at previous stop
The new behavior is that the train waits in both cases.
Unfortunately this is really annoying in some use cases. If a station gets disabled while a train is on route to it, previously this caused it to repath and return home, but now it just stops with the Zzzzz symbol in the middle of the track, blocking all traffic.
The new intended way of rerouting a train is with interrupts, but those are triggered on the train, and can't be triggered via a circuit while a train is on route.
Without the ability to have circuits make a train reroute, some setups that were previously quite easy are now either very difficult or impossible to implement.

The use case I'm currently having trouble with is the artillery train:
If a station doesn't have enough regular bullets to defend itself, or if repair packs or bots are missing, it should disable the stop for the artillery train so that it doesn't attract more biters when vulnerable. Previously this worked great. But now it results in artillery trains stopping in the middle of the train network.
Job
Inserter
Inserter
Posts: 21
Joined: Thu Oct 14, 2021 3:29 pm
Contact:

Re: Revert to old Station Disabled/Train Limit behaviour?

Post by Job »

Can an interrupt be used if you select the "Allow interrupting other interrupts"?

So, for example, if you have an interrupt to send the train to a depot if no path or station is full.

Screenshot
Factorio Help1.png
Factorio Help1.png (75.5 KiB) Viewed 86 times
Post Reply

Return to “Ideas and Suggestions”