Search found 2062 matches: Path signals

Searched query: +Path +signals

by mmmPI
Wed Feb 12, 2025 12:31 pm
Forum: Gameplay Help
Topic: Looking for advice on my city block setup
Replies: 1
Views: 169

Re: Looking for advice on my city block setup

City blocks are ""best avoided"" because they complicate a lot the pathfinding for trains, which very often end up the limiting factor on (mega) base ... can deadlock and just from the picture it's difficult to be 100% sure with bridges that all chain signals are properly placed, but it seem like it ^^
by Amarula
Thu Dec 26, 2024 3:26 pm
Forum: Gameplay Help
Topic: [Solved] Struggeling with train signals
Replies: 11
Views: 623

Re: Struggeling with train signals

... If you prefer to continue with the challenge...

Trains can only pass signals on the right side of the track, so for a bi-directional track EVERY ... one way track which will cause trains going the opposite way to show No Path.

Without recreating your tracks, I think putting pairs of signals at the ...
by mmmPI
Thu Dec 19, 2024 9:49 am
Forum: Ideas and Suggestions
Topic: Railway sidings and train pathfinding
Replies: 6
Views: 1259

Re: Railway sidings and train pathfinding

... png solves! The inner track (which acts as the siding) has regular signals, while the outer track (the bypass) has only chain signals. This means ... Now it's an ugly workaround, but if you say :

True, but repaths already happen when the destination station becomes not-full, and this ...
by mmmPI
Thu Dec 19, 2024 8:13 am
Forum: Ideas and Suggestions
Topic: Railway sidings and train pathfinding
Replies: 6
Views: 1259

Re: Railway sidings and train pathfinding


My understanding is that this is a quirk of the pathfinding algorithm: the main line is shorter (since it doesn't have the curves), so trains prefer ... use of long mainline sections without using periodic non-chain signals, and non-chain signals mean you risk having trains park on your main ...
by rcombs
Thu Dec 19, 2024 7:33 am
Forum: Ideas and Suggestions
Topic: Railway sidings and train pathfinding
Replies: 6
Views: 1259

Railway sidings and train pathfinding

The train pathfinding system in Factorio has confused me for quite some time, and I think I've figured out why: sidings don't work the way I'd expect ... pair of sidings off of a long main line. The sidings have regular rail signals at their entry points, while the main line has only chain signals. What ...
by Krydax
Wed Dec 18, 2024 3:45 pm
Forum: Pending
Topic: [Pard][2.0.13] Crash (TipsAndTricksItem::setStatus)
Replies: 3
Views: 383

[2.0.26] Crash DURING Startup (segfault?)

... Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users/Chris/AppData/Roaming/Factorio/config/config.ini
0.000 Read ... 15: WARNING: pypostprocessing could not find technology with name "rail-signals"
3.739 Script @__pypostprocessing__/cached-configs/run.lua:15: WARNING ...
by eugenekay
Sat Dec 14, 2024 4:41 am
Forum: Tools
Topic: HTTP API rough limits
Replies: 3
Views: 422

Re: HTTP API rough limits

... is that “mods.factorio.com” utilizes CloudFlare for its public access path. It is not clear which product is in-use or how it is configured, but generally speaking, they use multiple “signals” to determine if you are a Human or Bot.

My personal advice? Don’t submit more than 1 HTTP request per ...
by Muche
Tue Dec 10, 2024 6:19 pm
Forum: Ideas and Suggestions
Topic: Space platforms: output "moving to" signal even with zero thrust
Replies: 4
Views: 512

Re: Space platforms: output "moving to" signal even with zero thrust

... a sec, now the ship is considering "not moving" even though it is middle path to somewhere.


If the platform's thrust is paused/zero due to no fuel/oxidizer, but the platform is in the middle of a route, "moving to/from" signals are 1/2 as appropriate.
I was not able to test the behaviour with ...
by ruhroh
Mon Dec 09, 2024 10:19 am
Forum: Railway Setups
Topic: "Simple" Auto-scaling train supply depot
Replies: 3
Views: 1102

"Simple" Auto-scaling train supply depot

... Yeah...No more multi-train waiting groups, loading stations...Rail...signals...ugh...no, that's just too much effort. With the addition of raised ... visit without me having to ask less than nicely...(So long...as it can path there...which would be my own fault)

-- Copies/uses the provided robo ...
by Pavgran
Thu Dec 05, 2024 9:47 am
Forum: Ideas and Suggestions
Topic: Space platforms: output "moving to" signal even with zero thrust
Replies: 4
Views: 512

Space platforms: output "moving to" signal even with zero thrust

TL;DR
Space platform "moving from" and "moving to" signals should output desired state even when zero thrust is available.


What?
In the conditions ... but are physically at the stop, but are not moving due to no fuel or no path or destination full, their cargo is closed, the train station doesn't ...
by waterBear
Wed Dec 04, 2024 6:23 pm
Forum: Gameplay Help
Topic: Bag of trains tutorial
Replies: 25
Views: 3087

Bag of trains tutorial

... trains" setup going in vanilla. It is meant to provide a short and easy path to a working and robust implementation, not necessarily the fanciest or ... other stations.
https://imgur.com/v8IpoFh.png

Finally, these are the signals read from and sent to the stop, just for clarity.
https://i.imgur.com ...
by giorgiorio
Tue Dec 03, 2024 7:57 am
Forum: Pending
Topic: [2.0.23] Interrupt was changed but still sends trains to old stop.
Replies: 4
Views: 349

[2.0.23] Interrupt was changed but still sends trains to old stop.

... reflect that change.

Step 5: Some moments later, a train displays "No path to Starter1_Refuel[*]Coal". The name of the stop is the old name, despite the interrupt having been renamed. Just in case there might be a pathfinding issue, I check the train signals etc and can indeed make it get to the ...
by jurgy
Sat Nov 30, 2024 12:28 pm
Forum: Bug Reports
Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
Replies: 7
Views: 1218

Re: [2.0.14] Circuit condition trigger for interrupts will never fire

... not a supported configuration.
It also happens when the station Test-No-Path is in the main schedule: I think the bug is that a train stops evaluating ... cause is that whenever the train is in No Path mode it stops receiving signals from the train station it's at. The bottom scenario also breaks when ...
by Quezler
Fri Nov 29, 2024 9:09 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes)
Replies: 1
Views: 615

[Rseding91] [2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes)

... Applications/factorio.app/Contents/MacOS/factorio"
0.003 Config path: /Users/quezler/Library/Application Support/factorio/config/config.ini
0 ... 0.037 Info ModManager.cpp:255: Found duplicate mod check-surface-radar-signals-by-selecting-yourself, using higher version (1.0.3 > 1.0.2).
0.038 ...
by AileTheAlien
Thu Nov 28, 2024 5:53 pm
Forum: Ideas and Suggestions
Topic: Allow wildcards in interrupts
Replies: 4
Views: 918

Re: Allow wildcards in interrupts

... train to a specific cargo or fluid station after you've got your signals figured out for deciding what trains to send, this whole situation is a ... 10 trains for iron at once and only have room for 3, you'll have 7 no-path trains that are possibly stuck, clogging up your tracks.)

...I think ...
by M1k3y
Fri Nov 22, 2024 2:38 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 14
Views: 1283

Dynamically change trainstop names richtext icons with circuit signals

... in the trainstop configuration) that is applied to the trainstop.

The trainstop name should only be considered by a train when planning a new path. Once the station is selected as the next destination, changes to the dynamic part of the name should be ignored to prevent excessive checks and ...
by Factoriointersection
Thu Nov 21, 2024 5:50 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 470
Views: 256655

Re: 3 and 4 way intersections

... test for 1000mins and it did not deadlock anymore.

Spamming rail signals really helped the rates too. Did anyone do a test on how much lag rail signals, small logic networks for rail signals and trains trying to path through excessive rail signal spam cause ? It seems beneficial to use as many ...
by Robert3D
Thu Nov 21, 2024 4:05 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 470
Views: 256655

Re: 3 and 4 way intersections

... test for 1000mins and it did not deadlock anymore.

Spamming rail signals really helped the rates too. Did anyone do a test on how much lag rail signals, small logic networks for rail signals and trains trying to path through excessive rail signal spam cause ? It seems beneficial to use as many ...
by tolomea
Tue Nov 19, 2024 9:38 am
Forum: Ideas and Suggestions
Topic: Train ghosts should trigger signals
Replies: 0
Views: 131

Train ghosts should trigger signals

Otherwise a train can path into that space in the time between when the ghost is created and the first bit of train is delivered resulting in a collision.
by boskid
Fri Nov 15, 2024 3:39 pm
Forum: Duplicates
Topic: [2.0.15] Can't copy virtual signals of path items with quality
Replies: 1
Views: 192

Re: [2.0.15] Can't copy virtual signals of path items with quality

This sounds like 116952 or 119201 that were fixed in 2.0.16.

Go to advanced search