[0.16.36] Train stop circuit network glitch
Posted: Mon Apr 30, 2018 6:30 am
Hi, I've run into a really awkward problem with train stop circuit logic.
It seems that the "Read Stopped Train" signal is sent at least one tick earlier than "Read Train Contents."
I identified this glitch while trying to answer the question, "how do you read that there is an empty train waiting, when you don't know what it was originally loaded with?"
The simplest answer I found is: ( [Everything] == [T] ) && ( [T] != 0 )
(where T is the train ID)
However, a train that is not empty will generate a "true" signal for the first frame that it is stopped.
That single tick false-positive is being a real pain in my butt right now with my current project. Is this something you can/might do anything about?
Thank you!
It seems that the "Read Stopped Train" signal is sent at least one tick earlier than "Read Train Contents."
I identified this glitch while trying to answer the question, "how do you read that there is an empty train waiting, when you don't know what it was originally loaded with?"
The simplest answer I found is: ( [Everything] == [T] ) && ( [T] != 0 )
(where T is the train ID)
However, a train that is not empty will generate a "true" signal for the first frame that it is stopped.
That single tick false-positive is being a real pain in my butt right now with my current project. Is this something you can/might do anything about?
Thank you!