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Chuck Nov 6, 2024 @ 3:52pm
Train interrupts causes station to skip?
Its a little hard to describe my problem but ill do my best.

I have trains with 2 stations.

Major mine
Major depot

I have an interrupt for if the destination is full, go to a queue and if the train is carrying ore, wait until a depot is empty, and if not, wait until a mine is empty.
The problem is when the interrupt is triggered, it skips the target station, and puts the interrupt after the next station in line. Generally, this means it skips the mine, as i have 1 mine and 3 trains between them.

So if the train leaves a depot, sees that the mine is full, and then the schedule looks like this

major mine
Interrupt: queue
Major depot

So when the mine clears, it goes to the depot if one is available. Flipping the order doesnt help either. If I do

Depot
Mine

the interrupt goes

Depot
Mine
Interrupt: queue

Is this a bug? If not, is there a way i can make the interrupt not skip the original destination?
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Fel Nov 6, 2024 @ 4:00pm 
That's the whole point of that interrupt, but you can always set the condition for "queue" to be "mine is not full" then add a second station being "mine".

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.
Chuck Nov 6, 2024 @ 5:38pm 
Originally posted by Fel:
but you can always set the condition for "queue" to be "mine is not full" then add a second station being "mine".

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.
Im not entirely sure what you mean exactly by this, my solution may have been exactly what you were trying to say, but this is what i am trying.

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.
Last edited by Chuck; Nov 6, 2024 @ 5:38pm
Originally posted by Chuck:
I have an interrupt for if the destination is full, go to a queue and if the train is carrying ore, wait until a depot is empty, and if not, wait until a mine is empty.

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.
Chuck Nov 6, 2024 @ 7:56pm 
Originally posted by knighttemplar1960:
Originally posted by Chuck:
I have an interrupt for if the destination is full, go to a queue and if the train is carrying ore, wait until a depot is empty, and if not, wait until a mine is empty.

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.
I have plenty of queue stops, 8 of them, and I only have 5 trains that use them, and the problem wasnt that they wouldnt leave depots or mines, it was that every time they left the queue they would skip the destination I think they should go to. If they left a depot and saw that the mine was full, it would do the interrupt but skip the mine so when the mines become clear, it would go to a depot, despite being empty.
Originally posted by Chuck:
Originally posted by knighttemplar1960:

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.
I have plenty of queue stops, 8 of them, and I only have 5 trains that use them, and the problem wasnt that they wouldnt leave depots or mines, it was that every time they left the queue they would skip the destination I think they should go to. If they left a depot and saw that the mine was full, it would do the interrupt but skip the mine so when the mines become clear, it would go to a depot, despite being empty.
Do you have multiple depots? If so are they all on they correct side of the tracks? DO you have separate rail net works that have the same name on the stops? I've had trains get stuck trying to travel to an unreachable station that has the same name as one that can be reached.
Chuck Nov 6, 2024 @ 8:02pm 
I do have multiple depots, all on the correct side of the tracks. I dont have separate rail networks either, its all one big highway.
Last edited by Chuck; Nov 6, 2024 @ 8:02pm
Have trains been able to get to all the depots before now? If you have one that hasn't gotten served it may have a signal problem.
Chuck Nov 6, 2024 @ 8:14pm 
Yep, they can all get to the depots. The issue is not that they cant get to their destinations, its how the interrupt messes with what the next stop is. If you were looking at the train schedule i have when the interrupt would trigger, it would go like this

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)
I'm at a loss then. Its not a problem I've run into because I just carried the solution I used from 1.0 over to Space Age. My queue is a standby station and I make it part of the mine/depot and its not an interrupt its part of the regular schedule.

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
Chuck Nov 6, 2024 @ 8:36pm 
My pre space age solution was just to have a lot of trains and then a stacker before the mines/depot but that takes up a lot of space and I thought i could save a lot of it if I had a global queue to go to if the station was full. To be fair, it does save a lot of space, i just couldnt do it the way i wanted to.
Lumpous Nov 6, 2024 @ 10:30pm 
Try using only a fixed station to load your goods and let the interrupt handle the stations to unload.
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.
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Date Posted: Nov 6, 2024 @ 3:52pm
Posts: 11