Train interrupts triggering incorrectly
Posted: Mon Aug 11, 2025 7:54 pm
Hi,
I’ve already spent many hours trying to solve my problem without any results, so I’ve decided to turn to you for help, as I honestly have no idea what else to do. Thanks a lot in advance for any help — I really appreciate it.
In my factory, I use automatic trains that park at a station called “Parking,” in front of which there is a large waiting yard. For each raw material that a given type of train handles, there is a dedicated interrupt. As soon as a train arrives at the “Parking” station, the interrupt may be triggered (see screenshot) with the following conditions:
- the train is at the “Parking” station
- an iron mine is free
Whether an iron mine is free is determined by disabling the mine’s station if it is occupied (see screenshot).
The train’s journey then looks like this:
- arrives at the iron mine station
---- waits to be loaded
- arrives at the iron unloading station
---- waits to be unloaded
Here, the interrupt ends, and the train returns to its default “Parking” station. If I have only one parking station, everything works perfectly fine. However, if I build more parking stations (which I now need, given the size of my factory — one parking station can only dispatch a limited number of trains due to the capacity of a single track), a problem occurs.
If I have multiple parking stations, the interrupt triggered by the free spot in the mine is activated multiple times, at the exact same moment, for each individual parking station. As a result, several trains depart at once for the same single free spot in the mine, causing congestion in the tracks near the mine.
I don’t think this is a bug, because such a major bug would most likely have been fixed long ago, so I feel like I’m simply doing something wrong or just not fully understanding how something works.
Am I just missing something or is my setup just incorrect at its foundations? I am not against completely redesigning the system if it enables me to have multiple parking stations.
Thanks a lot!
I’ve already spent many hours trying to solve my problem without any results, so I’ve decided to turn to you for help, as I honestly have no idea what else to do. Thanks a lot in advance for any help — I really appreciate it.
In my factory, I use automatic trains that park at a station called “Parking,” in front of which there is a large waiting yard. For each raw material that a given type of train handles, there is a dedicated interrupt. As soon as a train arrives at the “Parking” station, the interrupt may be triggered (see screenshot) with the following conditions:
- the train is at the “Parking” station
- an iron mine is free
Whether an iron mine is free is determined by disabling the mine’s station if it is occupied (see screenshot).
The train’s journey then looks like this:
- arrives at the iron mine station
---- waits to be loaded
- arrives at the iron unloading station
---- waits to be unloaded
Here, the interrupt ends, and the train returns to its default “Parking” station. If I have only one parking station, everything works perfectly fine. However, if I build more parking stations (which I now need, given the size of my factory — one parking station can only dispatch a limited number of trains due to the capacity of a single track), a problem occurs.
If I have multiple parking stations, the interrupt triggered by the free spot in the mine is activated multiple times, at the exact same moment, for each individual parking station. As a result, several trains depart at once for the same single free spot in the mine, causing congestion in the tracks near the mine.
I don’t think this is a bug, because such a major bug would most likely have been fixed long ago, so I feel like I’m simply doing something wrong or just not fully understanding how something works.
Am I just missing something or is my setup just incorrect at its foundations? I am not against completely redesigning the system if it enables me to have multiple parking stations.
Thanks a lot!