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More train conditions

Posted: Wed Jan 21, 2026 3:28 pm
by Green Cat
Disclaimer: I used the AI to rewrite my suggestion to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing the current interrupt schedule.
What?
New wildcard signal: “Any cargo (items OR fluids)”.
Right now generic interrupts can use Any item or Any fluid, but you still end up needing two separate versions of the same interrupt logic (one for cargo wagons, one for fluid wagons). The new wildcard would check both cargo wagons and fluid wagons, so a single generic interrupt can route trains based on what they carry, no matter if it’s items or fluids.

New interrupt conditions to identify wagon type cleanly:
2.1) “All wagons are cargo wagons”
2.2) “All wagons are fluid wagons”
These would be simple helper conditions for generic train groups, especially in modpacks. If someone mixes wagons, they can just not use these conditions.

Priority delivery. Similar to the station but with interupters, so even if there are 10 trains with the same cargo, the train with the priority will always go before the other 9. This is usefull for modpacks that add byproducts you wish to get rid of via being consumed before the regular (non byproduct) will be used.

New cargo condition: “Has cargo but not full”.
We already have Empty cargo, Full cargo, and Has cargo, but there is no middle option for “partially filled”. This is useful for special handling/edge cases where the train should do something different when it has some cargo but isn’t fully loaded.

New cargo validation condition: “Mixed cargo detected”.
Condition becomes true when the train carries more than 1 item type (or more than 1 fluid type, if relevant). This is useful to automatically catch mistakes in large networks/modpacks, and can route the train to a dedicated “problem” stop (or a stop name that does not exist) to force a clear alert so the player can fix it.

New “stuck” condition: “Not at any station”.
This should be true when a train is stopped somewhere that is not a station, without needing to specify a particular station name. It’s mainly for recovery interrupts (pathing issues, traffic deadlocks, etc).

New interrupt option checkbox: “Add stops to current temporary schedule” (instead of replacing it).
There is already an option to allow an interrupt to interrupt other interrupts, but when that happens it can wipe the current temporary stop chain.
This new checkbox would make the interrupt insert its stop(s) as the next stop(s) while keeping the rest of the existing temporary schedule intact.
Example use: a delivery interrupt is running, then fuel gets low, train inserts a refuel stop, refuels, and then continues the original interrupt schedule (or goes to a depot/wait interrupt) instead of losing the original plan.
Why?
This is mostly QoL for large train systems and overhaul modpacks that add lots of items and fluids. It reduces duplicated interrupts (cargo version + fluid version), improves generic schedules, and adds better automatic recovery/debugging (mixed cargo detection, “not at any station”, and “resume schedule” behaviour after refuel/depot interrupts).