Let`s imagine you have railroad with splitting onto 3 lines, 3 train-stops with same name and a circuit-controlled rail signal.
Lane A is occupied by train.
Lane B has signal red (by circuit control)
Lane C is empty and green.
But train doesn`t know about Lane C. It goes to B and stuck in red signal ...
Search found 17 matches
- Wed Jun 29, 2016 8:59 pm
- Forum: Duplicates
- Topic: [0.13.1] Train signals not working correctly
- Replies: 1
- Views: 1084
- Sun Jan 31, 2016 2:08 pm
- Forum: Modding help
- Topic: Detecting "No path" event from train
- Replies: 1
- Views: 4841
Detecting "No path" event from train
Is that possible? 

- Sun Jan 31, 2016 10:22 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 84665
Re: Friday Facts #123 - Better circuit network (Part 2)
What`s ETA for 0.13? ^^
- Sun Jan 17, 2016 12:01 pm
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 59833
Re: [MOD 0.12.X][0.0.8] Rail logic system
I`ve updated some things in RLS. Switch now works correctly (well, it worked for me). Check it out.
https://forums.factorio.com/forum/viewtop ... 20&t=19236
https://forums.factorio.com/forum/viewtop ... 20&t=19236
- Sat Jan 16, 2016 2:48 pm
- Forum: Mods
- Topic: Rail logic system
- Replies: 0
- Views: 6221
Rail logic system
Hello all,
Just a "control.lua". Put it into 0.0.9 or 0.0.8 version and it will work in 12.20 (maybe in 12.21).
I`m too lazy to zip and make it some kind of 0.0.10 or 0.0.9SP1 ^_^
Fixed rail-switch, cargo reader mk2 and goto controller.
I don`t know how will work auto\manual controller and cargo ...
Just a "control.lua". Put it into 0.0.9 or 0.0.8 version and it will work in 12.20 (maybe in 12.21).
I`m too lazy to zip and make it some kind of 0.0.10 or 0.0.9SP1 ^_^
Fixed rail-switch, cargo reader mk2 and goto controller.
I don`t know how will work auto\manual controller and cargo ...
- Wed Aug 12, 2015 1:27 pm
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 59833
Re: [0.12.X][0.0.6] Rail logic system
report from the fields 
go-to controller seems not working on vertical rails (
UPDATE
ow sry, I forgot to add station,at which train goes, in its schedule ^^

go-to controller seems not working on vertical rails (
UPDATE
ow sry, I forgot to add station,at which train goes, in its schedule ^^
- Wed Aug 12, 2015 9:18 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 259285
Re: Uranium Power
hi there
when 0.7.0 is planned?:)
want DA FUEL DECAY
when 0.7.0 is planned?:)
want DA FUEL DECAY

- Sun Aug 09, 2015 1:12 pm
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 59833
Re: [0.12.X][0.0.6] Rail logic system
Well, I needed only a empty\no empty train signal,not using exact items count by type 
And one question- when I used A/M train mode switcher,it switch the train at station,but inserters aren't working:(

And one question- when I used A/M train mode switcher,it switch the train at station,but inserters aren't working:(
- Sun Aug 09, 2015 10:00 am
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 59833
Re: [0.12.X][0.0.6] Rail logic system
Excellent mod, I thought about writing something similar myself :)
craftoBot, I`ve found two little bugs, first - when you load, some of cargo detectors are signaling, but there`s no train at all. Or when it`s too much kinds of things in train (I use bob`s mods, so there are always many kind of ...
craftoBot, I`ve found two little bugs, first - when you load, some of cargo detectors are signaling, but there`s no train at all. Or when it`s too much kinds of things in train (I use bob`s mods, so there are always many kind of ...
- Wed Jul 22, 2015 7:33 pm
- Forum: Modding help
- Topic: placement constraints
- Replies: 1
- Views: 1618
placement constraints
Hello mighty All 
Is there any way to make item placeable only next to rail (like stations and signals)? Where I should dig to? Collision box or something else?

Is there any way to make item placeable only next to rail (like stations and signals)? Where I should dig to? Collision box or something else?
- Wed Jul 22, 2015 10:27 am
- Forum: Implemented Suggestions
- Topic: Smart rail signals
- Replies: 7
- Views: 4515
Re: Smart rail signals
My idea was separate signal, to be placed near usual block signal. So first signal will be "train ready for depart" and second -track free. I m on vacation now,in couple of days will try to write some ideas in lua.Sillyfly,exactly!It is kinda "station signal". I will try to merge stations with ...
- Wed Jul 22, 2015 7:52 am
- Forum: Implemented Suggestions
- Topic: Smart rail signals
- Replies: 7
- Views: 4515
Re: Smart rail signals
Well,I thought that if there are lots of smart stuff in .12,so there can be non-null probability of smart rail signals in 0.12.x ^^
- Tue Jul 21, 2015 9:24 pm
- Forum: Implemented Suggestions
- Topic: Smart rail signals
- Replies: 7
- Views: 4515
Smart rail signals
Hi all,
We have in 0.12 smart tanks, smart pumps and some combinatory magic.
As said in Friday Facts, adding to circuit network is not so complicated now.
What if there will be subject?
Switching red or green by circuits signal.
It will give players wide possibilities to make automated rail ...
We have in 0.12 smart tanks, smart pumps and some combinatory magic.
As said in Friday Facts, adding to circuit network is not so complicated now.
What if there will be subject?
Switching red or green by circuits signal.
It will give players wide possibilities to make automated rail ...
- Sun Jul 19, 2015 10:02 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 339747
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
hi pals.
I couldn`t wait for starting brave new 0.12 world with my fav mod and make some fix to 0.11 ores and plates.
bobingabout, is there any big changes planned for 0.12-compatible version or there will be a migration of 0.11 version?
I couldn`t wait for starting brave new 0.12 world with my fav mod and make some fix to 0.11 ores and plates.
bobingabout, is there any big changes planned for 0.12-compatible version or there will be a migration of 0.11 version?
- Fri Jul 10, 2015 2:50 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 50102
Re: Friday Facts #93 - Furious Finish
Crossing fingers for today ^^
- Fri Jul 03, 2015 3:44 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 50102
Re: Friday Facts #93 - Furious Finish
Little proposal - maybe give 0.12 experimental version to modmakers so when it will be ready,our favorite mods already will be compatible ^^
- Wed Jan 14, 2015 3:29 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 715693
Re: Yuoki Industries 0.2.20 (11.10)
YuokiTani, may I use some gfx from your mod in creation of my own?
Want to make something like cartman does -something like Bobs MCI, a mix from Bobs+Dytech+UraniumPower
Want to make something like cartman does -something like Bobs MCI, a mix from Bobs+Dytech+UraniumPower
