... work on their own.
Automation. Everything via circuits and logistic signals. Because this is exactly the ideea, to automate.
One of the new ... fit it. Plus we can use it as a "buffer" in case trains can't find the path (ideea is to not block the rail). You want to send 1 single item from one ...
Search found 2080 matches: Path signals
Searched query: +Path +signals
- Tue Sep 09, 2025 6:25 pm
- Forum: Ideas and Suggestions
- Topic: New building: Train depo for automating
- Replies: 2
- Views: 158
- Tue Aug 12, 2025 11:49 pm
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 490
Re: Both trains have no path even though im using rail signals
... 1 less then that count. There are ways around this limit using waiting stations and/or interrupts though.
To check if there is an issue with the path place a train on the track and get in it. Then open the map and hold CTRL over the track. This should show a highlighted path if the train can get ...
To check if there is an issue with the path place a train on the track and get in it. Then open the map and hold CTRL over the track. This should show a highlighted path if the train can get ...
- Fri Aug 08, 2025 5:32 am
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 490
Re: Both trains have no path even though im using rail signals
If you click on either of the locomotives, you'll notice that the next stop is highlighted red, and if you hover over it it says "no stops with this name exist". It looks like either you renamed a train stop, or you moved/replaced it (resulting in a new randomly-generated name).
- Thu Aug 07, 2025 2:55 pm
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 490
Both trains have no path even though im using rail signals
I've looked it up, looked at other people asking the same question, but their answers dont work for me. Help! Heres my save if you need it:
- Sun Jul 27, 2025 4:12 am
- Forum: Technical Help
- Topic: [2.0.60] Crashing on Startup
- Replies: 4
- Views: 996
Re: [2.0.60] Crashing on Startup
... beginning of the line indicate a comment. Comment lines are ignored.
[path]
read-data=__PATH__system-read-data__
write-data=__PATH__system-write ... braking-distance=never
; Options: always, debug, never
; show-train-signals=never
; Options: always, debug, never
; show-train-repathing=never ...
[path]
read-data=__PATH__system-read-data__
write-data=__PATH__system-write ... braking-distance=never
; Options: always, debug, never
; show-train-signals=never
; Options: always, debug, never
; show-train-repathing=never ...
- Wed Jun 25, 2025 2:46 am
- Forum: Not a bug
- Topic: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
- Replies: 2
- Views: 328
[2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
... displays and gives out the global (universal?) symbol signifying the "No Path" error. As soon as the destination station opens up, the train loses the ... shows closest station only, but there are other stations in the network that give the same problem, as indicated by the multiple No Path signals)
- Mon Jun 23, 2025 12:05 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2013
Re: Why no faster trains?
I don't think trains need to find the optimal path every frame.
At the very least I've seen trains take some questionable routes in a large train ... they will have to "share" and will eventually spread out evenly if the signals are also somewhat spread out evenly. You can even calculate which is ...
- Sun Jun 22, 2025 11:59 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 681
Re: Wired Parking lot and train pathing
... main line, if ANY train leaves the stacker, the train waiting will re-path and pick one of the open spots. I'm not sure what is causing this. I'll ... be really lucky and haven't had it happen yet.
You are right about the signals, I will definitely optimize that area...
Thanks for the response, I ...
You are right about the signals, I will definitely optimize that area...
Thanks for the response, I ...
- Sun Jun 22, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 681
Re: Wired Parking lot and train pathing
... material. I also investigated how to micro manage (circuit-control) signals for traffic control at input and output to maximize input and output.
My observations (or better: "don't do's") were:
Your problem can only be solved if the train is able to fully proceed to the lane it is pathing to ...
My observations (or better: "don't do's") were:
Your problem can only be solved if the train is able to fully proceed to the lane it is pathing to ...
- Sun Jun 22, 2025 6:49 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 681
Wired Parking lot and train pathing
... and when a train is in the block that reads the chain signal, the repath happens.
I was reading the wiki that they recently changed some things ... each with 4 slots(0-3).
if the first slot(0) is NOT full
send the signals of each line(0.A-L) to the entrance signal
if it is full, don't pass ...
I was reading the wiki that they recently changed some things ... each with 4 slots(0-3).
if the first slot(0) is NOT full
send the signals of each line(0.A-L) to the entrance signal
if it is full, don't pass ...
- Fri Jun 20, 2025 3:17 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2013
Re: Why no faster trains?
1)One of the "problem" with trains is that they require "pathfinding" which from what i understand is a "costly-one-time-request-that-need-to-finish ... a route technically the only thing it needs to be doing is looking for signals.
The issue is well known, getting it to run as well as it does in this ...
- Thu Jun 05, 2025 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.47] Copy tool allows remote blueprint items to be transferred to inventory
- Replies: 1
- Views: 1654
[Twinsen][2.0.47] Copy tool allows remote blueprint items to be transferred to inventory
... Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.002 Config path: C:/Users/User/AppData/Roaming/Factorio/config/config.ini
0.002 Read ... processes available raw materials.
Chain the red and green signals between each Crusher, and add a green wire from each input inserter to ...
0.002 Config path: C:/Users/User/AppData/Roaming/Factorio/config/config.ini
0.002 Read ... processes available raw materials.
Chain the red and green signals between each Crusher, and add a green wire from each input inserter to ...
- Wed May 14, 2025 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Allow pipette of any applicable LuaGuiElement
- Replies: 4
- Views: 490
Re: Allow pipette of any applicable LuaGuiElement
... of a hack , but it's a hack worth making in my opinion. When the sprite path begins with "item/", or "fluid/", etc. then you DO know which the ... utility mods are using sprite-buttons with items, fluids and/or virtual signals.
It's really easy to figure out based on the sprite path if it is ...
It's really easy to figure out based on the sprite path if it is ...
- Tue Apr 29, 2025 9:44 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 22195
Version 2.0.46
... visibility and looks of Fulgora cliffs.
Added graphics for frozen stone path.
Changed the north edge of all pipe graphics to include an arch to ... 127058)
Fixed that reading orbital requests would generate negative signals in some cases. (https://forums.factorio.com/121003)
Fixed that ...
Added graphics for frozen stone path.
Changed the north edge of all pipe graphics to include an arch to ... 127058)
Fixed that reading orbital requests would generate negative signals in some cases. (https://forums.factorio.com/121003)
Fixed that ...
- Fri Apr 04, 2025 5:02 pm
- Forum: Gameplay Help
- Topic: Stopped trains effect on train stop selection
- Replies: 3
- Views: 449
Re: Stopped trains effect on train stop selection
... IIRC). Trains do not change which stop they are bound for when they repath along the way, and they do not take into account path penalties like stopped trains or red signals.
An easy way to create the behavior you want is to use a simple combinator to set the stop priority to 50 - number of trains ...
An easy way to create the behavior you want is to use a simple combinator to set the stop priority to 50 - number of trains ...
- Fri Apr 04, 2025 4:19 pm
- Forum: Gameplay Help
- Topic: Stopped trains effect on train stop selection
- Replies: 3
- Views: 449
Re: Stopped trains effect on train stop selection
... IIRC). Trains do not change which stop they are bound for when they repath along the way, and they do not take into account path penalties like stopped trains or red signals.
An easy way to create the behavior you want is to use a simple combinator to set the stop priority to 50 - number of trains ...
An easy way to create the behavior you want is to use a simple combinator to set the stop priority to 50 - number of trains ...
- Thu Mar 27, 2025 8:10 pm
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 18
- Views: 33859
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
... and gets passed the random signal, it very frequently will generate "No path" notifications. If it gets assigned a random item that has no open ... requests (radar in my case), then the selector is either not sending signals, or only ever sending signals that do have an outstanding request ...
- Sun Feb 23, 2025 1:49 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.34+] Export all in-game alerts as virtual signals
- Replies: 0
- Views: 250
[2.0.34+] Export all in-game alerts as virtual signals
TL;DR
All in-game alerts should be exposed as virtual signals.
What?
Minimalistic approach: Export only signals currenrtly-existing as alerts ... storage (yellow chest)
Train out of fuel (red canister)
Train no path (orange question mark with arrows)
Collector path blocked (red claw ...
All in-game alerts should be exposed as virtual signals.
What?
Minimalistic approach: Export only signals currenrtly-existing as alerts ... storage (yellow chest)
Train out of fuel (red canister)
Train no path (orange question mark with arrows)
Collector path blocked (red claw ...
- Wed Feb 12, 2025 12:31 pm
- Forum: Gameplay Help
- Topic: Looking for advice on my city block setup
- Replies: 1
- Views: 3038
Re: Looking for advice on my city block setup
City blocks are ""best avoided"" because they complicate a lot the pathfinding for trains, which very often end up the limiting factor on (mega) base ... can deadlock and just from the picture it's difficult to be 100% sure with bridges that all chain signals are properly placed, but it seem like it ^^
- Thu Dec 26, 2024 3:26 pm
- Forum: Gameplay Help
- Topic: [Solved] Struggeling with train signals
- Replies: 11
- Views: 1525
Re: Struggeling with train signals
... If you prefer to continue with the challenge...
Trains can only pass signals on the right side of the track, so for a bi-directional track EVERY ... one way track which will cause trains going the opposite way to show No Path.
Without recreating your tracks, I think putting pairs of signals at the ...
Trains can only pass signals on the right side of the track, so for a bi-directional track EVERY ... one way track which will cause trains going the opposite way to show No Path.
Without recreating your tracks, I think putting pairs of signals at the ...