Path Signals

Post your ideas and suggestions how to improve the game.
Post Reply
User avatar
bigyihsuan
Filter Inserter
Filter Inserter
Posts: 297
Joined: Thu Jan 01, 2015 12:57 pm
Contact:

Path Signals

Post by bigyihsuan » Sat Apr 04, 2015 3:38 am

I found an ancient thread from last year about this. viewtopic.php?f=6&t=3497
The basic concept is pretty much the same.


I suggest that the signals require a new tech called "Advanced Automated Railway", which comes after the initial research where you unlock regular Signals.

Maybe since these signals are more complex, why not just have a Signal and an Advanced Circuit as the recipe?

The uses for this is mainly for junctions where it's possible for more than one train to go at once. For example, let's say you have a 4-way junction. A train from the south wants to go west, and one from the north wants to go east. With regular signals, whichever train comes last will have to wait for the other train, but for path signals, the trains' paths don't intersect, so they just keep going to where they go.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10462
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Path Signals

Post by ssilk » Sat Apr 04, 2015 8:26 am

This has just been proposed in the last FFF.
https://forums.factorio.com/forum/vie ... =38&t=9393
They call them chain signals, cause they will work a bit different.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Post Reply

Return to “Ideas and Suggestions”

Who is online

Users browsing this forum: ShiftyOgre