Search found 2088 matches: Path signals
Searched query: +Path +signals
- Tue Sep 30, 2025 9:15 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 773
Re: Train ignores waiting bay
with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I understand this to work, and how it worked last time I ...
- Tue Sep 30, 2025 9:04 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 773
Re: Train ignores waiting bay
... schedule: with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I understand this to work, and how it worked ...
- Mon Sep 29, 2025 5:28 pm
- Forum: Technical Help
- Topic: [2.0.66] Slow Multiplayer Map Download Speeds
- Replies: 8
- Views: 891
[2.0.66] Slow Multiplayer Map Download Speeds
... Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users/sendb/AppData/Roaming/Factorio/config/config.ini
0.000 Read ... mod aai-signal-transmission 0.5.3 (data.lua)
0.932 Loading mod aai-signals 0.7.1 (data.lua)
0.936 Loading mod Better-TrainHorn 1.0.3 (data.lua ...
0.000 Config path: C:/Users/sendb/AppData/Roaming/Factorio/config/config.ini
0.000 Read ... mod aai-signal-transmission 0.5.3 (data.lua)
0.932 Loading mod aai-signals 0.7.1 (data.lua)
0.936 Loading mod Better-TrainHorn 1.0.3 (data.lua ...
- Fri Sep 26, 2025 6:03 pm
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 730
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
No.
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
- Thu Sep 25, 2025 5:59 pm
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 730
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
No.
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
What you are asking for is to basically remove "no path". It is there to indicate that train was unable to reach a train stop that it was supposed to be able to reach, which will often show when some rails are destroyed, signals are incorrectly placed, rails are missing etc. Your case of ...
- Mon Sep 22, 2025 11:57 am
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1392
Recreate previous disabled station skipping behaviour
... each platform are 3 parallel holding areas. Logic is set up to control signals to force holding areas to fill up equally - ie only once every right hand holding lane is full do the left hand lanes start filling, then the centres.
To make sure trains path correctly and go as far as they can, each ...
To make sure trains path correctly and go as far as they can, each ...
- Fri Sep 19, 2025 1:36 am
- Forum: Duplicates
- Topic: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
- Replies: 1
- Views: 273
Re: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
I think a train in a no path state cannot be stopped in a station and if it's not stopped in a station there are no circuit signals: 119399
- Fri Sep 19, 2025 1:01 am
- Forum: Duplicates
- Topic: [2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
- Replies: 1
- Views: 273
[2.0.66] Trains cannot read circuit conditions for inturrupts when in "No path" state
... png
- Send train to A
What Happened:
Train gets stuck in no path state at A, trying to path to path to B and cannot read the circuit ... the current station.
Would also be nice if there was a way to see the signals that the train can see, not just the station. I believe my explanation ...
- Send train to A
What Happened:
Train gets stuck in no path state at A, trying to path to path to B and cannot read the circuit ... the current station.
Would also be nice if there was a way to see the signals that the train can see, not just the station. I believe my explanation ...
- Tue Sep 09, 2025 6:25 pm
- Forum: Ideas and Suggestions
- Topic: New building: Train depo for automating
- Replies: 2
- Views: 431
New building: Train depo for automating
... work on their own.
Automation. Everything via circuits and logistic signals. Because this is exactly the ideea, to automate.
One of the new ... fit it. Plus we can use it as a "buffer" in case trains can't find the path (ideea is to not block the rail). You want to send 1 single item from one ...
Automation. Everything via circuits and logistic signals. Because this is exactly the ideea, to automate.
One of the new ... fit it. Plus we can use it as a "buffer" in case trains can't find the path (ideea is to not block the rail). You want to send 1 single item from one ...
- Tue Aug 12, 2025 11:49 pm
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 616
Re: Both trains have no path even though im using rail signals
... 1 less then that count. There are ways around this limit using waiting stations and/or interrupts though.
To check if there is an issue with the path place a train on the track and get in it. Then open the map and hold CTRL over the track. This should show a highlighted path if the train can get ...
To check if there is an issue with the path place a train on the track and get in it. Then open the map and hold CTRL over the track. This should show a highlighted path if the train can get ...
- Fri Aug 08, 2025 5:32 am
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 616
Re: Both trains have no path even though im using rail signals
If you click on either of the locomotives, you'll notice that the next stop is highlighted red, and if you hover over it it says "no stops with this name exist". It looks like either you renamed a train stop, or you moved/replaced it (resulting in a new randomly-generated name).
- Thu Aug 07, 2025 2:55 pm
- Forum: Gameplay Help
- Topic: Both trains have no path even though im using rail signals
- Replies: 2
- Views: 616
Both trains have no path even though im using rail signals
I've looked it up, looked at other people asking the same question, but their answers dont work for me. Help! Heres my save if you need it:
- Sun Jul 27, 2025 4:12 am
- Forum: Technical Help
- Topic: [2.0.60] Crashing on Startup
- Replies: 4
- Views: 1405
Re: [2.0.60] Crashing on Startup
... beginning of the line indicate a comment. Comment lines are ignored.
[path]
read-data=__PATH__system-read-data__
write-data=__PATH__system-write ... braking-distance=never
; Options: always, debug, never
; show-train-signals=never
; Options: always, debug, never
; show-train-repathing=never ...
[path]
read-data=__PATH__system-read-data__
write-data=__PATH__system-write ... braking-distance=never
; Options: always, debug, never
; show-train-signals=never
; Options: always, debug, never
; show-train-repathing=never ...
- Wed Jun 25, 2025 2:46 am
- Forum: Not a bug
- Topic: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
- Replies: 2
- Views: 409
[2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
... displays and gives out the global (universal?) symbol signifying the "No Path" error. As soon as the destination station opens up, the train loses the ... shows closest station only, but there are other stations in the network that give the same problem, as indicated by the multiple No Path signals)
- Mon Jun 23, 2025 12:05 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2379
Re: Why no faster trains?
I don't think trains need to find the optimal path every frame.
At the very least I've seen trains take some questionable routes in a large train ... they will have to "share" and will eventually spread out evenly if the signals are also somewhat spread out evenly. You can even calculate which is ...
- Sun Jun 22, 2025 11:59 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 934
Re: Wired Parking lot and train pathing
... main line, if ANY train leaves the stacker, the train waiting will re-path and pick one of the open spots. I'm not sure what is causing this. I'll ... be really lucky and haven't had it happen yet.
You are right about the signals, I will definitely optimize that area...
Thanks for the response, I ...
You are right about the signals, I will definitely optimize that area...
Thanks for the response, I ...
- Sun Jun 22, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 934
Re: Wired Parking lot and train pathing
... material. I also investigated how to micro manage (circuit-control) signals for traffic control at input and output to maximize input and output.
My observations (or better: "don't do's") were:
Your problem can only be solved if the train is able to fully proceed to the lane it is pathing to ...
My observations (or better: "don't do's") were:
Your problem can only be solved if the train is able to fully proceed to the lane it is pathing to ...
- Sun Jun 22, 2025 6:49 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 934
Wired Parking lot and train pathing
... and when a train is in the block that reads the chain signal, the repath happens.
I was reading the wiki that they recently changed some things ... each with 4 slots(0-3).
if the first slot(0) is NOT full
send the signals of each line(0.A-L) to the entrance signal
if it is full, don't pass ...
I was reading the wiki that they recently changed some things ... each with 4 slots(0-3).
if the first slot(0) is NOT full
send the signals of each line(0.A-L) to the entrance signal
if it is full, don't pass ...
- Fri Jun 20, 2025 3:17 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2379
Re: Why no faster trains?
1)One of the "problem" with trains is that they require "pathfinding" which from what i understand is a "costly-one-time-request-that-need-to-finish ... a route technically the only thing it needs to be doing is looking for signals.
The issue is well known, getting it to run as well as it does in this ...
- Thu Jun 05, 2025 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.47] Copy tool allows remote blueprint items to be transferred to inventory
- Replies: 1
- Views: 1857
[Twinsen][2.0.47] Copy tool allows remote blueprint items to be transferred to inventory
... Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.002 Config path: C:/Users/User/AppData/Roaming/Factorio/config/config.ini
0.002 Read ... processes available raw materials.
Chain the red and green signals between each Crusher, and add a green wire from each input inserter to ...
0.002 Config path: C:/Users/User/AppData/Roaming/Factorio/config/config.ini
0.002 Read ... processes available raw materials.
Chain the red and green signals between each Crusher, and add a green wire from each input inserter to ...