How would I go about making a fake straight-rail based off of the in game rail? I want to put it between two pieces of tracks but I don't want it to be a real rail as I do not want it to connect the rails together. =====x=======
Thanks for any ideas or help offered
[resolved]ish Need help with fake rail entity
[resolved]ish Need help with fake rail entity
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Last edited by Nexela on Thu Aug 11, 2016 6:13 am, edited 1 time in total.
Re: Need help with fake rail entity
What does 'fake' mean in this context?
I doubt you can suppress the rail ending pictures from spawning at the sides of the new entity you spawn in place of rails. I doubt it is possible to make rail-section that doesn't allow trains to pass through.
I doubt you can suppress the rail ending pictures from spawning at the sides of the new entity you spawn in place of rails. I doubt it is possible to make rail-section that doesn't allow trains to pass through.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: [resolved]ish Need help with fake rail entity
Turns out I was just trying to over engineer it 
Now I can actually use circuit controlled rail signals and have the train pick a differant path. signals can now be used as something other then glorified level crossings!. right now it just flips 90 degrees but I *might* have the rotation be selected based on signal value so it can switch to whichever track you want. The drawback is the timings would increase.......
The first signal by the combinator is not needed, it is just there to show off the fact that trains won't update their path if the default signal is set to red by circuit. The Crossing tracks are not needed either, they are just there to show off what else the mod does

Now I can actually use circuit controlled rail signals and have the train pick a differant path. signals can now be used as something other then glorified level crossings!. right now it just flips 90 degrees but I *might* have the rotation be selected based on signal value so it can switch to whichever track you want. The drawback is the timings would increase.......
The first signal by the combinator is not needed, it is just there to show off the fact that trains won't update their path if the default signal is set to red by circuit. The Crossing tracks are not needed either, they are just there to show off what else the mod does

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