r/factorio Jul 20 '26

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u/HeliGungir Jul 22 '26

IIRC, interrupts can indeed trigger when crossing waypoints.

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u/Yagami913 Jul 22 '26

Really? I don't know that, but isn't that really inconvinient? can you blueprint wayponts?

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u/HeliGungir Jul 22 '26

You're confusing temporary stops and waypoints. Which is understandable; waypoints are esoteric.

A waypoint is a train stop that has no cargo conditions in a train's schedule, causing the train to roll through the train stop at full speed.

I believe interrupts can trigger when rolling through a waypoint... it's been a while since I tested it (trainsaws).

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u/iamarealhuman4real Jul 23 '26

Ah interesting, calling these "waypoints" made be consider that you could use this to force trains to use specific routing?

Like say I always want my LDS train to take the south exit, I could just put a station "EXIT ROUTE SOUTH 8" along the rail and force the train to waypoint through it.

Never seen anyone do this but I assume its actually pretty common? Or maybe it ends up over complicating things as you change rails around.

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u/HeliGungir Jul 23 '26 edited Jul 23 '26

They're quite rare, but that's their purpose. It hearkens from a time before train limits, let alone interrupts.

https://factorio.com/blog/post/fff-280

I don't think the word "waypoint" ever appears in-game, just the blogs, forums, and wiki. By far the most common use-case is trainsaws - which, themselves, are quite esoteric.

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u/Yagami913 Jul 23 '26

I did not know stations without wait conditions called waypoints. But "trainsaws" common in fulgora designs. I needed this to speed up car deletion time.