when trying to solve a deadlock caused by all my trains going to a newly opened fueling station i observed a strange behaviour by placing and removing a block signal causing the train to be in motion in a block wich would have a red chain entry signal due to trains ocupying both exit blocks
this caused the sound of the train stopping to be played repeatably every time the train drove 1/2 the distance to the exit signal
steps to reproduce:
i am not fully certain of the setup so i'll provide 2 world downloads one before the oddity occured and one once i triggered it
load the provided world map called "space age4 train schenanigans"
place a block signal ahead of the locomotive atempting to leave a refueling station.
remove the previously placed block signal once the first locomotive of the train has passed the previous cahin signal about 80%
in case the timing doesn't work load the map called "space age4 train schenanigans2" wich was made after the actions were performed and the train is in motion.
expected result:
after realizing the train is stuck on a track with no switches ahead of it it shuld drive to the signal and come to a stop
here the same actions were performed with train related debug options enabled
further information:
all mods aside from space age related ones ones ("Elevated Rails, Quality, Space Age")
were disabled however left in the mod folder
trains initial path
train shedule
interupt 1
interupt 2
station names
[2.0.14] train rolling into a red block repathing causing audio oddity
[2.0.14] train rolling into a red block repathing causing audio oddity
- Attachments
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- space age4 train schenanigans2.zip
- save after train was set into moiton
- (13.34 MiB) Downloaded 11 times
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- space age4 train schenanigans.zip
- save before train was set into moiton
- (13.35 MiB) Downloaded 9 times
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- factorio-current.log
- (15.7 KiB) Downloaded 9 times
Re: [2.0.14] train rolling into a red block repathing causing audio oddity
This looks like a duplicate of 81098