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Interrupts stop working on space platforms

Posted: Mon Mar 10, 2025 11:53 am
by Zdendys79
The problem is related to the inactivity condition, which loops (or stops at full time) and does not allow the timetable to continue.
Since then, all my trains in the depot have also stopped, even though they should go to free stations.
I am using the game without mods, the current version on Steam is 2.0.32. (build 81349).

When will a newer version be released so that my base (train and platform planning) can work normally again?

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 11:56 am
by Hares
Zdendys79 wrote: Mon Mar 10, 2025 11:53 am I also encountered this error when the platform between Nauvis and Fulgora got stuck.
The problem is related to the inactivity condition, which loops (or stops at full time) and does not allow the timetable to continue.
Could you provide a savefile that contains stuck platforms / trains?

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 12:34 pm
by Zdendys79
Thank you, I'm adding my latest Savegame
JZ25 A.zip
Latest savegame by Zdendys79
(89.5 MiB) Downloaded 36 times
I switched to the experimental 2.0.39 version on Steam, loaded the original save, but the game behaves the same.
(I hope this won't affect the possibility of getting the missing achievements :-) )

It seems that the new trains no longer have this error.

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 1:34 pm
by Zdendys79
If I create a new train and assign it to a group (Cargo),
New train.mp4
(1.16 MiB) Downloaded 35 times
the screen behaves differently than the old train.
Old train.mp4
(1.48 MiB) Downloaded 41 times

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 1:59 pm
by Zdendys79
Hares wrote: Mon Mar 10, 2025 11:56 am
Zdendys79 wrote: Mon Mar 10, 2025 11:53 am I also encountered this error when the platform between Nauvis and Fulgora got stuck.
The problem is related to the inactivity condition, which loops (or stops at full time) and does not allow the timetable to continue.
Could you provide a savefile that contains stuck platforms / trains?
Hi, I forgot to answer your question, but I added a new post.

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 2:25 pm
by Muche
Zdendys79 wrote: Mon Mar 10, 2025 1:34 pm If I create a new train and assign it to a group (Cargo), New train.mp4 the screen behaves differently than the old train. Old train.mp4
I believe the difference you're seeing is due to which interrupt condition triggered.
If it's the "Fuel < 2" the loop begins immediately.
If it's the "Destination full/no path", it takes a tick to evaluate whether some "Cargo provider" station is open, during which the interrupt/temporary depo station is not present in the train's UI.

The "Fuel < 2" condition is more likely to happen with older trains, because some Depos (the oldest ones, I believe) use normal Nuclear fuel, whereas newer Depos use rare Nuclear fuel, which leads to 1+2 fuels in the train, repeatedly triggering the fueling interrupt.

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Mon Mar 10, 2025 4:15 pm
by Zdendys79
Muche wrote: Mon Mar 10, 2025 2:25 pm
Zdendys79 wrote: Mon Mar 10, 2025 1:34 pm If I create a new train and assign it to a group (Cargo), New train.mp4 the screen behaves differently than the old train. Old train.mp4
I believe the difference you're seeing is due to which interrupt condition triggered.
If it's the "Fuel < 2" the loop begins immediately.
If it's the "Destination full/no path", it takes a tick to evaluate whether some "Cargo provider" station is open, during which the interrupt/temporary depo station is not present in the train's UI.

The "Fuel < 2" condition is more likely to happen with older trains, because some Depos (the oldest ones, I believe) use normal Nuclear fuel, whereas newer Depos use rare Nuclear fuel, which leads to 1+2 fuels in the train, repeatedly triggering the fueling interrupt.
I wouldn't have thought of that. I thought "fuel" was taken in general and that it added up individual types.

Thank you very much for the explanation and solving the problem.

Re: Interrupts stop working on space platforms

Posted: Mon Mar 10, 2025 9:09 pm
by Hares
For those wondering what happened with notifications – this conversation was moved from a different topic – 119181: [Genhis][2.0.14] Interrupts stop working on space platforms when
left alone and time passed doesn't go up
by unidentified moderator (thus not Koub)