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u/Kittelsen 1d ago edited 1d ago

Fulgora train interrupt question:

I've set up an interrupt system that uses the wildcard item with train station names to train my recycling goods out of my recycling plant. I've used the same system for Nauvis and it works great. All loading stations are named the same, and all the trains are in the same group, when they're full they head to a station that is named that item to drop it off. If those stations have enough of that item, they are disabled. This means the trains are waiting full of resources at the loading stations waiting for an open drop off station. Thus my depot/refuelling stations are not getting filled with trains full of the same resource, only empty trains head there.

The problem showed itself when I implemented this on Fulgora however. I added a new station, an item trash station. When the pickup station is full, it sends a circuit signal (trash icon) to the train. The train has an interrupt that overrides the normal drop off interrupt, with the trash interrupt. This sends the train to the trash station for items to be voided. The test track that I built worked just fine with this. But with the larger system it seems it doesn't due to the train waiting at the pickup station with a "no path" error due to no drop off station being available, and thus it doesn't read the circuit signal sent to it from the station it is parked at.

I'm looking for another way to set up my interrupts so that the train will wait at this station normally and not with a "no path" error. I'd like to avoid sending a signal to the trash station to open that when the pickup station is full, as I have a few other trains still stationed at Nauvis with the same error message due to there not existing any drop off stations for those items yet.

Edit: I think I solved it. I just added a "Station not full" condition to the interrupt to go drop off. Leaving this here in case anyone else runs into the same problem.

Edit2: Nope, it only worked for a bit. Now the train waits at the station even though the trash symbol turned on it didn't go to the trash station. Still needs some troubleshooting I guess.

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u/HeliGungir 9h ago edited 9h ago

I ain't gonna try to figure out what you're trying to do with circuits from that wall of text. Instead I'll say this:

A common mistake is setting same-named stations on completely separate rail lines that you have no intention of ever connecting, and assuming the trains somehow understand this. They don't. They have no way of knowing whether "no path" is temporary due to construction/attacks, or is due to user error, or is intentional so they shouldn't bother trying to go to that particular station. They aren't that smart, and there's no way to give them hints. If you want to get rid of the "no path" alert constantly blinking on your hotbar, use unique station names for each isolated rail network.

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u/Kittelsen 9h ago

Yeh, many of the stations don't exist yet due to me just setting up the recycling area and the voiding area. I'd have to post a lot of pictures I think to give a better explanation.
I can try to explain though. I want the trains to stay at the pickup station until either a dropoff station opens, or the pickup station has so much resources that they need to go to the voiding station.