Search found 230 matches: pre-signals
Searched query: pre-signals
- Wed Feb 19, 2020 7:48 am
- Forum: Ideas and Suggestions
- Topic: Quickly place spaced rail signals using ctrl.
- Replies: 3
- Views: 1511
Quickly place spaced rail signals using ctrl.
... while holding a signal places a ghost signal at the same space from the previous signal up until the next junction or end of line What ? Coming from OpenTTD a quick method for me to place block (rail) signals was the ctrl+drag on a line and it would place signals at the desired ...
- Mon Feb 17, 2020 12:58 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12035
Re: Why does the train crash?
... regardless of mutual collision. Download and play an older version pre the changes made for this particular situation. The net result will be ... we are now. [0.12.22] [Dominik] Train block its own path with chain signals Yes it really does go back a long way, and I'm sure there are many ...
- Sun Feb 16, 2020 11:16 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12035
Re: Why does the train crash?
... regardless of mutual collision. Download and play an older version pre the changes made for this particular situation. The net result will be ... we are now. [0.12.22] [Dominik] Train block its own path with chain signals Yes it really does go back a long way, and I'm sure there are many ...
- Mon Jan 27, 2020 6:38 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40995
Re: Request: Max number of trains for stations
... and adjusting train input buffers (maybe couple of sections with rail signals so they can stand behind a train that is being loaded/unloaded). ... trains with dedicated schedule. If given pickup train stop is near, prepare for example 2 trains that would contain given station in schedule ...
- Sat Jan 11, 2020 3:45 am
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33627
Re: Friday Facts #329 - Campaign reassessment
... on these 2 models: if what the player build in a chapter is preserved for next chapter, this itself can represent a connection between ... Modify an existing rail network to improve throughput. Add or change signals, make some waypoints to reroute some trains alleviating the traffic ...
- Mon Dec 23, 2019 1:18 am
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2491
Virtual Logistic Networks
... to the "mainline" logistic network. The cell described in the previous paragraph is supported by the roboports inside the circle labelled ... roboports could be accomplished using the circuit network and virtual signals but I think that's a bit much to expect from the first post. Signing ...
- Fri Dec 13, 2019 10:58 am
- Forum: Ideas and Suggestions
- Topic: Working with trains is a pain in the..
- Replies: 44
- Views: 11496
Re: Working with trains is a pain in the..
... path finding on their own. It's simply about giving all rails (and the signals and stations connected to them) that are connected an identical ID. ... with any kind of intention, they are following a sort of "fluid pressure" based on the pipes next to them. These networks only change ...
- Tue Dec 10, 2019 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Working with trains is a pain in the..
- Replies: 44
- Views: 11496
Re: Working with trains is a pain in the..
... with any kind of intention, they are following a sort of "fluid pressure" based on the pipes next to them. These networks only change ... And then on top of that, consider train signals and how must those be calculated? ;) Also if you want anything to ...
- Mon Aug 05, 2019 7:48 am
- Forum: Ideas and Suggestions
- Topic: Get rid of barrels and all barrel-related content
- Replies: 20
- Views: 11291
Re: Get rid of barrels and all barrel-related content
... Train Stops : 75 R&G Fluid Wagon : 200 R&G (note that you pretty much need train stops to be able to use fluid wagons, hopefully the devs will fix that in one way or another...) (Train Signals : 100 R&G - pretty optional until MUCH later, also the tutorial doesn't ...
- Sun Aug 04, 2019 7:26 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137933
Re: Version 0.17.60
[...] Delaying the multiple output recipe spreads out the introduction of new concepts, [...] That's what you thought the problem ... wagons, hopefully the devs will fix that in one way or another...) (Train Signals : 100 R&G - pretty optional until MUCH later, also the tutorial doesn't ...
- Sun Aug 04, 2019 6:44 am
- Forum: Ideas and Requests For Mods
- Topic: "Vanilla oil reworked" as an alternative to 0.17.60
- Replies: 8
- Views: 2618
Re: "Vanilla oil reworked" as an alternative to 0.17.60
... Train Stops : 75 R&G Fluid Wagon : 200 R&G (note that you pretty much need train stops to be able to use fluid wagons, hopefully the devs will fix that in one way or another...) (Train Signals : 100 R&G - pretty optional until MUCH later, also the tutorial doesn't ...
- Sun Jul 21, 2019 3:13 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209881
Re: Friday Facts #304 - Small bugs; Big changes
... it. agreed, in my first playthroughs i didn't touch circuits or train signals. The resulting factory isn't necessarly good but -somewhat- functional. ... produced items can get a little bit complicated. Any solution with pre blue lubricant would fix it. For example introducing HO only. You stated, ...
- Wed Jul 10, 2019 4:17 pm
- Forum: Logistic Train Network
- Topic: Combined output signals at stations, for when mods add approximately a million trains and wagons?
- Replies: 3
- Views: 2037
Combined output signals at stations, for when mods add approximately a million trains and wagons?
... add quite a few. I'd like to trigger behaviour when a locomotive was present in a position, for any value of locomotive. Right now that involves seven different signals (Train & Fuel overhaul, Realistic Electric Trains) for different types of locomotive. ...
- Thu Jun 06, 2019 5:34 pm
- Forum: Ideas and Requests For Mods
- Topic: spaced railsignal placer
- Replies: 2
- Views: 1110
spaced railsignal placer
Would it be possible to have a QoL mod helping with spacing rail signals akin to openttds ctrl+drag functionality? Also important would be the ... for signaling. Block (B): parts of the segment, at least as long as the pre-set train length. Cases: S < T: chain signal on both ends S >= T: block ...
- Wed Apr 24, 2019 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Directional Rails!
- Replies: 4
- Views: 1406
Re: Directional Rails!
... how to explain it without a visual assistance, but I'll try my best. Signals can be placed on either end of the rail, regardless of the "pre-set" direction of the rail. Let's say you want to build a rail system, and while planning ...
- Sun Apr 07, 2019 8:54 pm
- Forum: Won't implement
- Topic: Modding API expansion for circuit network behavior.
- Replies: 2
- Views: 1775
Modding API expansion for circuit network behavior.
... spec (not necessarily complete) alongside each feature to enable more precise discussion, but I don't expect the final API would necessarily conform ... -> SignalID -> int which specifies the output signals from this behavior (which are summed with other behaviors at each ...
- Wed Mar 27, 2019 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 2927
Re: Rail Research Re-Work
... In fact, I'd suggest to further split the research between normal rail signals and chain signals, and tie the "Advanced Rail Signals" ... and/or Fluid Wagon should have Automated Rail Transportation as a pre-requisite or pumps should be less picky !
- Wed Mar 13, 2019 5:44 am
- Forum: Not a bug
- Topic: [0.17.11] List of minor mini-tutorial Issues.
- Replies: 3
- Views: 1678
[0.17.11] List of minor mini-tutorial Issues.
... bubble" then exits the tutorial when the bubble is closed. The previous tutorials all spawned a "finish" button in the "objectives" ... Rail Signal tutorial has a few issues: You are instructed to build signals but you can mine the already placed signals. This lets you ...
- Wed Mar 06, 2019 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41085
Re: Roboports should output missing materials to circuit network
... made for entities larger than one tile. Probably each corner point needs to be checked. And then still the decision on how exactly to output the signals for entities in multiple networks. on_built_entity/on_robot_built_entity and on_entity_died for roboport entities can probably be used to keep ...
- Tue Feb 26, 2019 5:13 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246592
Version 0.17.0
... linking through chat. (More in features) Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building ... Fixed that the SelectSignal GUI wouldn't sort mixed-type signals correctly. (https://forums.factorio.com/62463) Fixed map generator ...