In this case, the rail was down first. If a signal is placed in a location the game says is valid but does not work, if it cannot be fixed, it would be nice to get a warning. Rather than having to debug why my new rail block is not working, despite me assuming I had signalled it all up.
If a rail ...
Search found 9 matches
- Sun Aug 16, 2026 5:12 pm
- Forum: Duplicates
- Topic: Illegal train signal placement being shown as valid
- Replies: 4
- Views: 281
- Sun Aug 16, 2026 12:21 pm
- Forum: Duplicates
- Topic: Illegal train signal placement being shown as valid
- Replies: 4
- Views: 281
Re: Illegal train signal placement being shown as valid
One would argue that if the game says you can place it there, it would split the block. I was making a blueprint and I had pasted this a good 20-30 times before I noticed I was getting gridlocks because the signals were invalid. If a signal cannot split a block, it should not be placeable there.
- Sat Aug 15, 2026 9:25 pm
- Forum: Duplicates
- Topic: Illegal train signal placement being shown as valid
- Replies: 4
- Views: 281
Illegal train signal placement being shown as valid
OS: Linux
Version: 2.1.14
When a signal is being held, two spots on this track appear to be valid placements.
When placed, the signals are invalid.
Example rail blueprint with an invalid signal:
0eNql09tugzAMANB/8XNSNZBw+5VqmgJ4nSUIVYBqFeLf59IVug2pQ3uKcvGxYyUD5FWPJ0 ...
Version: 2.1.14
When a signal is being held, two spots on this track appear to be valid placements.
When placed, the signals are invalid.
Example rail blueprint with an invalid signal:
0eNql09tugzAMANB/8XNSNZBw+5VqmgJ4nSUIVYBqFeLf59IVug2pQ3uKcvGxYyUD5FWPJ0 ...
- Sat Jul 18, 2026 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.9] Cannot transfer nukes or rocket silos between space platforms
- Replies: 10
- Views: 1989
Re: [2.1.9] Cannot transfer nukes or rocket silos between space platforms
I agree, this should be possible.
Cargo pods can send far more than a rocket launch.
Even with normal buildings, to can send 2,3 or way more than a single rocket capacity to the surface or another platform inside a single pod.
You can send silos to the surface.
But the options for silos in ...
Cargo pods can send far more than a rocket launch.
Even with normal buildings, to can send 2,3 or way more than a single rocket capacity to the surface or another platform inside a single pod.
You can send silos to the surface.
But the options for silos in ...
- Sat Jul 18, 2026 9:56 am
- Forum: Duplicates
- Topic: Platform to platform logistics cannot send rocket silos
- Replies: 1
- Views: 150
Re: Platform to platform logistics cannot send rocket silos
I am not proficient with forums, found a duplicate: viewtopic.php?p=698747
Please mark my post as a duplicate.
Please mark my post as a duplicate.
- Sat Jul 18, 2026 9:44 am
- Forum: Duplicates
- Topic: Platform to platform logistics cannot send rocket silos
- Replies: 1
- Views: 150
Platform to platform logistics cannot send rocket silos
TL;DR: Transport pods can send silos to a surface from a platform but not to another platform.
They are too heavy to launch in a rocket. Light enough to send down to a planet, VIA a cargo pod. But silos appear to be hardcoded to prevent even selecting it as a logistics option on platforms.
Cargo ...
They are too heavy to launch in a rocket. Light enough to send down to a planet, VIA a cargo pod. But silos appear to be hardcoded to prevent even selecting it as a logistics option on platforms.
Cargo ...
- Sat Dec 20, 2025 8:42 pm
- Forum: Pending
- Topic: [2.0.72] Concrete tiles incorrectly updating
- Replies: 3
- Views: 2497
Re: [2.0.72][Win10] Concrete tiles incorrectly updating
I hope this is better now!
- Sat Dec 20, 2025 5:10 pm
- Forum: Pending
- Topic: [2.0.72] Concrete tiles incorrectly updating
- Replies: 3
- Views: 2497
[2.0.72] Concrete tiles incorrectly updating
When using bots to place tiles of concrete through the map, occasionally tiles will not visually display what their tile is.
Unsure exactly how to reproduce. I have noticed this twice while building. It will self-correct if the map is specifically closed and reopened.
No mods, latest release ...
Unsure exactly how to reproduce. I have noticed this twice while building. It will self-correct if the map is specifically closed and reopened.
No mods, latest release ...
- Mon Oct 28, 2024 10:52 pm
- Forum: Not a bug
- Topic: [2.0.20] Train skips temporary train stop if new temporary stop is added
- Replies: 14
- Views: 4286
[2.0.20] Train skips temporary train stop if new temporary stop is added
Pre 2.0/space age behaviour:
Place stop 1, train begins moving to stop 1.
Place stop 2 before train has reached stop 1.
Train continues to stop 1, then proceeds to stop 2.
You can queue up temporary stops
Current behaviour:
Place stop 1, train begins moving to stop 1.
Place stop 2, train skips ...
Place stop 1, train begins moving to stop 1.
Place stop 2 before train has reached stop 1.
Train continues to stop 1, then proceeds to stop 2.
You can queue up temporary stops
Current behaviour:
Place stop 1, train begins moving to stop 1.
Place stop 2, train skips ...