Greetings,
I am pretty new to trains and especially signals and chain signals. Either I don’t understand how they work, or they are not working ... so far, it takes roughly 5–10 seconds until the train finds the new path.
However, the last two screenshots show the same problem as earlier ...
Search found 2097 matches: Path signals
Searched query: +Path +signals
- Fri Jan 30, 2026 7:58 pm
- Forum: Gameplay Help
- Topic: Chain Signal not working / Train not choosing empty track
- Replies: 5
- Views: 426
- Thu Jan 22, 2026 1:47 am
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 704
Re: [2.0.73] Train can be forced to repath to a disabled station
... stations?" - To that I would say, that's no different to if there were signals at the stations making it leave the block and lose the reservation ... doing all of this, I would really like to see a way to make a signal "no path" - Not just red and the big 1000 path penalty, make it physically cut the ...
- Sun Jan 18, 2026 6:45 pm
- Forum: Duplicates
- Topic: [2.0.73] Train can be forced to repath to a disabled station
- Replies: 7
- Views: 704
Re: [2.0.73] Train can be forced to repath to a disabled station
There are very few signals in your Train network. Because the Train has never "left" the Disabled stop's block the Train Count value is never ... for a few Ticks
Mid-journey, encounters the Red signal forcing a re-Path because "The train is braking for a signal (chain or regular) it cant ...
Mid-journey, encounters the Red signal forcing a re-Path because "The train is braking for a signal (chain or regular) it cant ...
- Wed Jan 07, 2026 5:03 pm
- Forum: Bug Reports
- Topic: [2.0.55] Wildcards not syncing with cargo-types in train
- Replies: 2
- Views: 1087
Re: [2.0.55] Wildcards not syncing with cargo-types in train
... using to then find a matching refuel drop-off station for the train to path-find to via interrupts. I have separate logic to measure and report the ... signal wildcard which is also unaffected by the 2 extra non-item/fluid signals as I believe signal precedence dictates that item and fluid signals are ...
- Wed Dec 31, 2025 2:16 pm
- Forum: Gameplay Help
- Topic: Ribbon world train problem
- Replies: 5
- Views: 601
Re: Ribbon world train problem
... to play with it and see how they behave if I stratigacally block train signals using circuits. I suspect the trains wont care though since that's nearly identical to having a train in the way.
The train path algorithm incurs a penalty of 1000 for Signals set to Red by the circuit network.
The train path algorithm incurs a penalty of 1000 for Signals set to Red by the circuit network.
- Wed Dec 31, 2025 7:38 am
- Forum: Gameplay Help
- Topic: Ribbon world train problem
- Replies: 5
- Views: 601
Re: Ribbon world train problem
... trains from another stacker.
To mitigate this problem you can add path for those trains to be able to reach another station than their ... to play with it and see how they behave if I stratigacally block train signals using circuits. I suspect the trains wont care though since that's ...
To mitigate this problem you can add path for those trains to be able to reach another station than their ... to play with it and see how they behave if I stratigacally block train signals using circuits. I suspect the trains wont care though since that's ...
- Mon Dec 22, 2025 10:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 996668
Re: Simple Questions and Short Answers
... the pictures you posted, but I'm going to assume that the top and bottom paths have train stops. In that case, the situation will resolve itself after ... build another path without stations, or change the middle path to chain signals until there's a place the trains can pass each other without driving ...
- Mon Dec 22, 2025 4:33 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 996668
Re: Simple Questions and Short Answers
Good day, I have an issue with railway signals. I have a "buffer" zone of 3 roads just to give opossite trains a way to pass each other. Signals looks ... middle road of my "buffer". Incoming trains are waiting for this single path to be clear, ignoring other two empty paths.
While hovering a mouse on ...
While hovering a mouse on ...
- Sat Nov 08, 2025 9:47 am
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 25
- Views: 2209
Re: Parametric Signals - Is there a bug, or am I misunderstanding them?
... from circuit wires connected to the station if the train is still connected to the station. In case a train is in "destination full" or "no path" condition it's not connected to a station, so any interrupt checking for "destination full or no path" condition isn't working correctly if also ...
- Tue Sep 30, 2025 9:15 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 1659
Re: Train ignores waiting bay
with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I understand this to work, and how it worked last time I ...
- Tue Sep 30, 2025 9:04 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 1659
Re: Train ignores waiting bay
... schedule: with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I understand this to work, and how it worked ...
- Mon Sep 29, 2025 5:28 pm
- Forum: Technical Help
- Topic: [2.0.66] Slow Multiplayer Map Download Speeds
- Replies: 8
- Views: 1716
[2.0.66] Slow Multiplayer Map Download Speeds
... Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users/sendb/AppData/Roaming/Factorio/config/config.ini
0.000 Read ... mod aai-signal-transmission 0.5.3 (data.lua)
0.932 Loading mod aai-signals 0.7.1 (data.lua)
0.936 Loading mod Better-TrainHorn 1.0.3 (data.lua ...
0.000 Config path: C:/Users/sendb/AppData/Roaming/Factorio/config/config.ini
0.000 Read ... mod aai-signal-transmission 0.5.3 (data.lua)
0.932 Loading mod aai-signals 0.7.1 (data.lua)
0.936 Loading mod Better-TrainHorn 1.0.3 (data.lua ...
- Fri Sep 26, 2025 6:03 pm
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 1381
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
No.
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
- Thu Sep 25, 2025 5:59 pm
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 1381
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
No.
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
- Mon Sep 22, 2025 11:57 am
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 2146
Recreate previous disabled station skipping behaviour
... each platform are 3 parallel holding areas. Logic is set up to control signals to force holding areas to fill up equally - ie only once every right hand holding lane is full do the left hand lanes start filling, then the centres.
To make sure trains path correctly and go as far as they can, each ...
To make sure trains path correctly and go as far as they can, each ...
- Fri Sep 19, 2025 1:36 am
- Forum: Duplicates
- Topic: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
- Replies: 1
- Views: 433
Re: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
I think a train in a no path state cannot be stopped in a station and if it's not stopped in a station there are no circuit signals: 119399
- Fri Sep 19, 2025 1:01 am
- Forum: Duplicates
- Topic: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
- Replies: 1
- Views: 433
[2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
... png
- Send train to A
What Happened:
Train gets stuck in no path state at A, trying to path to path to B and cannot read the circuit ... the current station.
Would also be nice if there was a way to see the signals that the train can see, not just the station. I believe my explanation ...
- Send train to A
What Happened:
Train gets stuck in no path state at A, trying to path to path to B and cannot read the circuit ... the current station.
Would also be nice if there was a way to see the signals that the train can see, not just the station. I believe my explanation ...
- Tue Sep 09, 2025 6:25 pm
- Forum: Ideas and Suggestions
- Topic: New building: Train depo for automating
- Replies: 2
- Views: 749
New building: Train depo for automating
... 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 ...
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 ...
- 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: 865
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: 865
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).