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Platform interrupts do not fire.

Posted: Tue Mar 04, 2025 1:43 am
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 461 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 461 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!

Re: [2.0.23] Platform interrupts do not fire.

Posted: Tue Mar 04, 2025 1:51 am
by Loewchen
Post the save please, see 3638.

Re: [2.0.23] Platform interrupts do not fire.

Posted: Tue Mar 04, 2025 2:57 am
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.

Re: [2.0.32] Platform interrupts do not fire.

Posted: Tue Mar 04, 2025 3:43 am
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]".