Search found 6 matches
- Mon Mar 16, 2026 11:15 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
Complexity explodes if you try to universally handle all possible combinations.
Yeah. I was trying to see how far I could push the quality manufacturing further than just upcycling. It's an interesting puzzle, even if it's not the most optimal way to play the game. After 2000+ hours in the game ...
- Tue Mar 10, 2026 9:04 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
Does that make sense for your context ?
Not 100%, but it does give me a few idea to try, Thanks.
What do you plan to do with the stuff that got overproduced and causes the station full?
That's the Fulgora problem. You can't store that stuff forever. I would simply send it to the recycler ...
- Tue Mar 10, 2026 4:58 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
What exactly do you mean with "mixed-cargo"? Do you mean you load multiple material into the same train at the same time, or do you mean the same train loads and carries some item for one trip, becomes empty, and handles a different item for the next trip?
When I said "mixed cargo" I mean that ...
- Tue Mar 10, 2026 12:48 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
If you want the whole context:
The trains are doing mixed-cargo on Fulgora. They have 1 stations that is a generic 'loading' station:
03-10-2026, 08-26-07.png
Then they have an interrupt that trigger as soon as the train is loaded:
03-10-2026, 08-27-06.png
Each station have the item in the ...
The trains are doing mixed-cargo on Fulgora. They have 1 stations that is a generic 'loading' station:
03-10-2026, 08-26-07.png
Then they have an interrupt that trigger as soon as the train is loaded:
03-10-2026, 08-27-06.png
Each station have the item in the ...
- Tue Mar 10, 2026 12:22 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
The picture is from the FFF. I want the interrupt to trigger in one condition but not the other. Specifically, I want the interrupt to trigger when there are No valid destinations, but not when the station is full.
One of the way I thought of doing this was to add a constant combinator to the ...
One of the way I thought of doing this was to add a constant combinator to the ...
- Tue Mar 10, 2026 3:11 am
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 787
Train Interrupt: differentiate between 'Destination Full' and 'No Path'
I'm trying to make a full automated train system that can accept mixed cargo and automatically select the right destination.
It all works except that I can't differentiate between station that are full, close or not-existent. I would, at the minimum be able to tell which of these 2 conditions it is ...
It all works except that I can't differentiate between station that are full, close or not-existent. I would, at the minimum be able to tell which of these 2 conditions it is ...