Platform interrupts do not fire.

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
Chumfactor
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Thu Apr 07, 2016 9:17 pm
Contact:

Platform interrupts do not fire.

Post by Chumfactor »

On my outer-system platform, Fortescue, the "you've got enough Promethium chunks; go home" platform doesn't fire.

Here is a pic of the interrupt:
Platform-interrupt.png
Platform-interrupt.png (243.91 KiB) Viewed 264 times
Here is the full schedule (NOTE: I launch to Edge-Of-Solar-System manually but, again, the interrupt doesn't fire).
Platform-interrupt.png
Platform-interrupt.png (243.91 KiB) Viewed 264 times
Are there special conditions under which interrupts don't fire? (Ex., I saw on another thread that someone had trains with only interrupts, no stops, that blocked them from working.) If so, perhaps they could be better documented (wiki? Tool tip?) or made more discoverable.

Thanks!
Attachments
Fortesque-schedule.png
Fortesque-schedule.png (252.43 KiB) Viewed 264 times
Last edited by Chumfactor on Tue Mar 04, 2025 3:40 am, edited 1 time in total.
Loewchen
Global Moderator
Global Moderator
Posts: 9920
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: [2.0.23] Platform interrupts do not fire.

Post by Loewchen »

Post the save please, see 3638.
Muche
Smart Inserter
Smart Inserter
Posts: 1006
Joined: Fri Jun 02, 2017 6:20 pm
Contact:

Re: [2.0.23] Platform interrupts do not fire.

Post by Muche »

Interrupts' conditions are checked when a platform is about to leave a station (i.e. that station's wait condition is fulfilled).
For Shattered planet that means when the platform is already about to turn back.
As your "#Promethium chunks < 0" will never be true, the platform never turns back. Should it actually reach the destination, it will sit there forever.

You need to incorporate the "Circuit Prometium chunks OR Damage taken OR Cargo Promethium science packs" as the Shattered planet's fly condition.
Chumfactor
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Thu Apr 07, 2016 9:17 pm
Contact:

Re: [2.0.32] Platform interrupts do not fire.

Post by Chumfactor »

Interrupts' conditions are checked when a platform is about to leave a station.
OooOOOooo!!! Well, that's not really an "interrupt" in the traditional [circuit/programming] sense...

Ok. I can reset my expectations, but now I have a feature request: REAL interrupts, with the meaning of "interrupt whatever travel-logic is currently underway (or not!) and immediately replace it with [targets / conditions]".
Post Reply

Return to “Gameplay Help”