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Train stops

Posted: Tue May 15, 2018 9:21 pm
by 6k911
I think that there should be a type of train stop, that only lets the train go, if a train passes. This stops trains, until one passes the rail you chose.

Re: Train stops

Posted: Wed May 16, 2018 4:37 am
by Zavian
You can implement that with the circuit network.

Re: Train stops

Posted: Wed May 16, 2018 7:02 pm
by adjl
Zavian wrote:You can implement that with the circuit network.
Specifically, by linking the stop to a rail signal on the rail you want to detect the other train on. Set the stop's leave condition to release the stopped train when the signal turns red, and the stopped train will start moving when the other train goes by.

Re: Train stops

Posted: Sat May 26, 2018 8:04 pm
by 6k911
Alright, but still, I think it should have that option.

Re: Train stops

Posted: Mon May 28, 2018 5:14 pm
by adjl
Realistically, it's not practical to have a different kind of stop for every possible niche use. The current array of preset stop conditions covers the most common things people will want to do, and the circuit network is flexible enough to handle virtually everything else. If a particular application of the circuit network is being used on a regular basis, it makes sense to turn it into a preset (every other wait condition can be emulated with the circuit network), but the nature of the game is such that there will always be things that will be better left to the circuit network.