No, but disabling the station will cause a repath. The chain signal is just to prevent the train from getting stuck.Aeternus wrote:A chain signal going red by a train blocking the adjacent block will not cause a train to repath. A circuit switched signal, even if it's a loop back "read signal, set read signal" will do that.
See viewtopic.php?f=49&t=46623 for similar issues.
How to make each train go to a different (same name)station?
Re: How to make each train go to a different (same name)station?
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Re: How to make each train go to a different (same name)station?
You might still benefit from only allowing one train of each type to leave the waiting area every X number of seconds. It will still limit throughput a bit, but it might limit it less than having the entire waiting area empty out immediately towards one station then having to turn around and go back across a large map.mrvn wrote:Having only one train driving at a time, even if it is per item type, is a no go. The question wasn't about how to make each train pick a different station at the start but how to make them keep trying till they get it right. And for that:
No need to switch signals. A chain signal does this naturally. The important part is to have a chain signal before the branch to the station to make other trains stop where they can still go past the station. And a chain signal after the branch so other trains can actually pass while a train is at the station. No real signal on the branch before the station or a second train can enter the branch.
Re: How to make each train go to a different (same name)station?
Oh indeed. Yesterday I tried it in a sandbox with 10 trains and all 10 left when I enabled one station. Horrible congestion on the railway. But I don't think allowing one train every X seconds is going to work. That seems horrible fragile. With a large waiting bay and minimal signals the congestion on exit will limit the trains per minute already and that doesn't help at all. They still leave.SpeedDaemon wrote:You might still benefit from only allowing one train of each type to leave the waiting area every X number of seconds. It will still limit throughput a bit, but it might limit it less than having the entire waiting area empty out immediately towards one station then having to turn around and go back across a large map.mrvn wrote:Having only one train driving at a time, even if it is per item type, is a no go. The question wasn't about how to make each train pick a different station at the start but how to make them keep trying till they get it right. And for that:
No need to switch signals. A chain signal does this naturally. The important part is to have a chain signal before the branch to the station to make other trains stop where they can still go past the station. And a chain signal after the branch so other trains can actually pass while a train is at the station. No real signal on the branch before the station or a second train can enter the branch.
Instead I'm thinking of using a token system. Every station that wants a train sends a pulse to the waiting yard. At the yard for every pulse a token is taken out of chest A into chest B. And if there is an item in chest B a train is allowed to leave and one item put back into chest A. The drawback is that you need to run a signal wire from every outpost to the waiting yard.
Hmm, thinking out loud: Train station enable/disable transmits without wire or delay. Maybe one could use trains to transmit signals. But then every train stop would need 1-2 extra train stops and trains for signaling. They would have to be real far away to be cheaper than signal wires.