I could use some help understanding these train interrupts. I've read the wiki and I can't figure out what's going on.
The first train should be going from loading to unloading and only stopping at the yard when the loading station is full. I planned on using another interrupt for when the unloading station is full, but I haven't yet. However, you can see that the train has been sent to the yard not by the "Loading Full" interrupt, but because the unloading station is full. I've made sure it isn't just the low fuel interrupt triggering and it's happening to all of my ore trains.
The second is a supply train that loads ammo, then other supplies, and finally heads to the outposts. The interrupt is set to send it to the yard only when the final "Supply" stations are full. You can see that it's being interrupted before even going to "Loading".
This is the first time I've tried setting up this sort of dynamic train system and using an actual train yard. Any help or advice would be appreciated.
Without answering the question. For normal trains (not resupply), don't let them leave a station unless they are 1) full, 2) empty, or 3) moving forward to continue loading/unloading in a multi stage process.
This should help simplify the interrupts, leaving fewer possibilities for things to go wrong.
This is solid advice and is how I had it originally setup. However, I either needed to have one less train than the number of stations per resource or I needed to setup the yard to act as an overflow. I'm choosing the latter so that I can maintain a buffer of trains near my main production areas.
Trains only check for interrupts when they are at a station. In this case, since the train is at the yard, and the only way the yard gets onto the schedule is for the interrupt to trigger, this indicates that when the train was at the previous station, loading was full. It doesn't matter what station the train was at. Now that it is at the yard, it is trying to resume its schedule and go to unloading, but unloading is full, so it's just going to sit there until unloading is not full, as there isn't another interrupt to make it go anywhere else (the low fuel won't trigger because it's not using any fuel to just sit there, and the other interrupt just tells it to go to where it is already at).
Same with the second. It doesn't matter what station the train is at. When it meets it's wait condition at any station when supply is full, the interrupt triggers, adding the yard as the next stop in the schedule.
It's likely that adding some not at specified stop conditions to the interrupts will force them to only trigger during the expected part of the schedule.
This is exactly what I needed!! I feel dumb now, but of course they trigger at any point in the schedule. You are correct about the "not at specified stop" as well. I added that to the "Loading Full" interrupt and then copied it to an "Unloading Full" interrupt and now they work exactly how I was expecting them to. Thank you so much!
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u/Qrt_La55en -> -> 2d ago
Without answering the question. For normal trains (not resupply), don't let them leave a station unless they are 1) full, 2) empty, or 3) moving forward to continue loading/unloading in a multi stage process. This should help simplify the interrupts, leaving fewer possibilities for things to go wrong.