Issue description
I've been using train Lines on my latest save, since they're more reliable- and induce less network traffic- than train Networks... and I've got three such lines, on matching itineraries (but different products), that regularly skip their fuel stops- and as a consequence, run out of fuel.
Some testing has shown the skip to be related to the fact that the fuel stop is actually a cargo station for an unrelated product, but which is being used as a fuel stop; I was not able to convince the train to erroneously skip a regular fuel stop, no matter what restrictions I placed on the schedule- similarly, I was not able to convince it to naturally route towards the skipped stop, no matter what I did to the schedule. It'll still go there when I manually next-station the train- but that option can also override station approach rules. I suspect the issue is that the train is internally labelling the station as a cargo station, even though it is being used as a fuel stop (and indeed only features an incompatible cargo type).
Note this only affects fuel stations which have active cargo modules on them- such as, perhaps, a fuel stop whose station doubles as the delivery point for the fuel that goes into the fuel module. That's what this one is- in part, at least, it does serve another cargo purpose, as an end-of-run station.
Reproduction steps
Reproduction is... uncertain. "Standalone" steps (may or may not work):
- Have a train Line moving products between two stations.
- Have an extra stop at a "third-party" station that serves a different product, but has fuel module(s), to function as a fuel stop. May be necessary for the 'different product' to be of a different type, ex. Unit vs Loose. May be necessary for this stop to be on the loaded leg. I did not exhaustively test these variables.
- Ensure that the "only allow if fuel level below X" is NOT enabled on the fuel stop. If you load my save (as below), you'll see the train fuel state is very close to the 80% maximum threshold of that option (I calculated 74% on departure for this particular train, on this particular trip)- but a fully-fueled train lacks the fuel for two complete loops, so it must stop every time, without regard for fuel level on dispatch (incidentally, the trip to the fuel stop is by far the longest leg of the loop, and also the one that consumes the most fuel), making the use of that option... risky, at best. If the option is used, the train will correctly stop at the fuel station... if dispatch fuel level was low enough.
- Watch the train skip the fuel stop when it shouldn't, all the way until it runs out of fuel.
If that doesn't work, or if you don't feel like setting up, I've got a confirmed way that will work:
- Load my save, attached
- See that steel train almost finished loading? Yes, the one in the shadow of the elevated rail. Open its inspector. If you don't see it, it's the only train on the "Steel" Line.
- Note it's at stop 1/5, the loading station (which was named after its original purpose); 2/5 is the fuel stop, 3/5 and 5/5 are waypoint holding zones, 4/5 is the delivery station.
- (Optional) Inspect the Line schedule, and/or the stations involved. Yes, there are a lot of parallel waypoint options for each of the two waiting phases; ignore the "skip if next station" option states, that's leftover from old attempts to inhibit this fuel-stop-skip. Those waypoints are shared between several Lines. Note that the fuel station (Rock Stacker) is an unloading station for Rock, and the same station is used to import the coal loaded into the fueling modules. Placing the fueling stop on the empty leg has not been tested. Note that the train was forced to fuel on the previous cycle, and overall fuel capacity is about 1.95 loads- more than sufficient, provided the fuel stop is never skipped- so it is not at risk of running out on this load.
- Unpause the game.
- Notice that the train goes straight from 1/5 to 3/5, skipping the fuel station that it is not allowed to skip. It should proceed first to 2/5 to refuel.
- If you need to repeat, it's fastest to reload. My network loop is massive, and only 3 trains are affected with nearly-negligible frequency.
Game version and build number
v0.8.7d (b619)
Operating system
Windows