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If it's not only "mine" that could be full, you would need to do separate interrupt for each station, adding "mine is full" and/or "at depot" to the conditions for the interrupt's trigger.
There is one station in the train. Ore Depot. Then theres 3 interrupts. Go to mines, mines queue, depot queue. Go to mines sets the train to go to the mines when the train is empty. Mines queue can interrupt other interrupts, if the mines are full, go to the queue, and wait until mines are no longer full. depot queue is the same way but for the depot.
basically all i changed was the mines station is now an interrupt instead of a scheduled stop. That way anytime the train leaves the depot, it will decide where to go from the list of interrupts. Theoretically. It queues correctly from the depots. I havent seen if it queue for the mines yet, as the trains are usually full and stuck in the depot, im not using much iron right now so its hard to tell if it will work correctly with the mines but theoretically it will.
The underlined part may be the problem. Make sure you have enough queue stops available for every train that requires one.
If you made queue a regular stop instead of an interrupt (queue=time passed 5 seconds) and all the queue stops were full it would jam your system. The train would never leave the mine because destination queue would be full and because the train can't leave the mine, trains in the depot won't be able to move either unless you built a stacker at the mine.
Stop A (Current stop)
Stop B (Destination)
Interrupt condition true when train leaves stop A
Interrupt stop (Where the train goes)
Stop A (The stop we just left)
Stop B (Where the train wanted to go before interrupt(
The problem is that i think it should go
Stop A (Stop we just left)
Interrupt stop (Where were going)
Stop B (Where we will go next)
Pre-Space Age the train would go to the standby station after it filled (standyby=time passed 5 seconds) and if the final destination was full the train would throw the destination full message. Now the trains get the destination full icon instead of throwing text.
https://steamcommunity.com/sharedfiles/filedetails/?id=3361378073
https://steamcommunity.com/sharedfiles/filedetails/?id=3361403424
My Stations to load and unload are all named the same way "B [some item]"
The interrupt checks if a destination is either full or not reachable, then reroutes the train to a shunt station.
It stays there as long as the set station to unload "E [itemparameter]" is no longer full.
But i have no fixed scheduled entry for a unloading station in any of my trains - as the interrupt handles it.
I got another interrupt that handles the real unloading then.
https://steamcommunity.com/sharedfiles/filedetails/?id=3361405389
Trains are kept in the station added by the first interrupt until they are completely unloaded.
Combined with train groups this works like a charm.