Pause and resume

Pause(modId, stationId) freezes a process station that is running a batch, and Resume(modId, stationId) starts it again. Both refuse in the same situations as Start and Stop, and return true only when the station changed state.

Things to know

  • A pause keeps the batch’s remaining time and stops the countdown. The station’s humming sound stops too. The power switch freezes the same timer, but Pause does not touch the power. Fuel keeps burning while a station is paused. (Pause sets Timer.stopped. Fuel use runs on the game clock, not on Timer.stopped.)
  • Resume starts the countdown and the sound again, but not while the station has no power. A batch the game holds for lack of power stays held.
  • Losing power keeps a paused station frozen. Only power coming back, or switching the station on again, ends the pause.
  • A pause lasts for this session only, and any mod can resume a station another mod paused. The framework keeps no record of who paused it, and there is no Clear. A save made while a station is paused loads with it running, and loading a scene ends the pause.
  • Stop still works on a paused liquid batch. It fails the batch as it would a running one.

Limits

  • A pause does not tell other mods that a craft stopped. The game raises its craft start and stop events when power goes out and when Abort is pressed, and the framework cannot raise them for a pause.