... a few hours now and I am almost ready to give up.
Notes:
There are no signals on this map that I know of. These are straight shot rails with a couple of passing lanes for future expansion.
I can drive the train manually but once I change it to automatic it says "No Path"
I have tried the Ctrl+left ...
Search found 2109 matches: Path signals
Searched query: +Path +signals
- Wed Apr 22, 2026 3:23 pm
- Forum: Gameplay Help
- Topic: Train not finding stations - tried everything
- Replies: 2
- Views: 301
- Fri Apr 17, 2026 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Train signals to be able to incentivize trains to use higher throughput train lines
- Replies: 1
- Views: 315
Train signals to be able to incentivize trains to use higher throughput train lines
TL;DR
Train signals that increase train pathing costs, so that could build main train highways and have trains use them instead of cutting through blocks for a shorter path.
What?
A new type of train signal that increases the pathing cost of a train route that crosses it. Could be configured to ...
Train signals that increase train pathing costs, so that could build main train highways and have trains use them instead of cutting through blocks for a shorter path.
What?
A new type of train signal that increases the pathing cost of a train route that crosses it. Could be configured to ...
- Sun Apr 12, 2026 1:58 pm
- Forum: Ideas and Suggestions
- Topic: Option to allow long trains to work reliably with roundabouts
- Replies: 7
- Views: 880
Re: Option to allow long trains to work reliably with roundabouts
... does not eliminate all possibilities for collisions in self-intersecting paths, especially when a train path crosses itself at (e.g.) a right angle, since in that case there are no segments (which are delimited by intersections, signals, and stops) in common between the paths. However, I am not trying ...
- Sun Apr 12, 2026 5:29 am
- Forum: Ideas and Suggestions
- Topic: Option to allow long trains to work reliably with roundabouts
- Replies: 7
- Views: 880
Re: Option to allow long trains to work reliably with roundabouts
... intersection
The suggested penalty eliminates the problem of a train pathing into itself while in a roundabout, as shown in the first screenshot ... that case there are no segments (which are delimited by intersections, signals, and stops) in common between the paths. However, I am not trying to ...
The suggested penalty eliminates the problem of a train pathing into itself while in a roundabout, as shown in the first screenshot ... that case there are no segments (which are delimited by intersections, signals, and stops) in common between the paths. However, I am not trying to ...
- Sat Apr 11, 2026 2:10 am
- Forum: Gameplay Help
- Topic: How does Factorio's train pathfinding avoid physically impossible train movements
- Replies: 10
- Views: 920
Re: How does Factorio's train pathfinding avoid physically impossible train movements
I think the train path finder code is public : https://gist.github.com/Rseding91/c0d4d08d6feaed618ed4a03f6c6a8fe6
the "segments" are the "blocks ... colors are adjacent or separate, those are created by the presence of signals.
I may be wrong but i would say given where you placed the loco if it ...
the "segments" are the "blocks ... colors are adjacent or separate, those are created by the presence of signals.
I may be wrong but i would say given where you placed the loco if it ...
- Fri Apr 10, 2026 9:50 am
- Forum: Not a bug
- Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
- Replies: 8
- Views: 3073
Re: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
There are no easy solutions to make trains pathfinder not find paths that would cross themselves given certain train length (this would cause massive ... train currently is when pathfinding happens).
Trains passing red signals is not considered a bug: signal colors are mostly meaningless for ...
Trains passing red signals is not considered a bug: signal colors are mostly meaningless for ...
- Fri Apr 10, 2026 3:27 am
- Forum: Duplicates
- Topic: [2.0.76] train crosses a red signal, crashes into itself
- Replies: 2
- Views: 357
Re: [2.0.76] train crosses a red signal, crashes into itself
... that report, boskid says "Not a bug", but goes on to discuss primarily path cost issues, which I think is secondary to safety.
They also say ... twice", IMO that simply should not be allowed. Again: do not cross red signals . A rail network design that requires one train to enter an already ...
They also say ... twice", IMO that simply should not be allowed. Again: do not cross red signals . A rail network design that requires one train to enter an already ...
- Fri Apr 10, 2026 1:25 am
- Forum: Duplicates
- Topic: [2.0.76] train crosses a red signal, crashes into itself
- Replies: 2
- Views: 357
[2.0.76] train crosses a red signal, crashes into itself
... Because of this bug, in a large base with long trains, they occasionally path into and then crash into themselves, despite accurate signaling, making ... behavior is intentional because "If a train was blocked by its own red signals, it would not be able to move at all." But that is not true; when a ...
- Tue Mar 10, 2026 8:16 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 1256
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
... solution I found, so far, is to create a station for every possible item (including every quality variant) so that that I can use them to send signals to the trains, and do interrupt logic with circuit conditions.... but that would be a lot of stations.
I think the underlined part is a problem ...
I think the underlined part is a problem ...
- Tue Mar 10, 2026 12:48 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 1256
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
... The first problem arise when there are no destination for the cargo (No Path). So I made a "recycle" station that removes 1 item:
03-10-2026, 08-31 ... including every quality variant) so that that I can use them to send signals to the trains, and do interrupt logic with circuit conditions.... but ...
03-10-2026, 08-31 ... including every quality variant) so that that I can use them to send signals to the trains, and do interrupt logic with circuit conditions.... but ...
- Wed Mar 04, 2026 10:42 pm
- Forum: Gameplay Help
- Topic: Need some help understanding train pathing
- Replies: 1
- Views: 422
Need some help understanding train pathing
... Station with a Stacker(?). I thought that I knew enough about train signals and pathing to build it, but it seems that I don't.
For my test setup I had two unloading station and two stacker lines. I began with three trains, and everything was working. Then I added one additional train to see if ...
For my test setup I had two unloading station and two stacker lines. I began with three trains, and everything was working. Then I added one additional train to see if ...
- Tue Feb 24, 2026 7:27 pm
- Forum: Duplicates
- Topic: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
- Replies: 2
- Views: 474
[2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
... which is the case during normal operation. But if the train cannot path to the next train stop (either due to no station being full or there being no path to the target station) such that the train "sits" at the previous stop, then only one of the two signals disappears, implying that the train ...
- Fri Jan 30, 2026 7:58 pm
- Forum: Gameplay Help
- Topic: Chain Signal not working / Train not choosing empty track
- Replies: 5
- Views: 819
Chain Signal not working / Train not choosing empty track
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 ...
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 ...
- 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: 1033
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: 1033
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: 1321
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: 891
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: 891
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: 2080
- Views: 1077456
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: 2080
- Views: 1077456
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 ...