Hi
Not really sure if this is a bug, but it does feel like unintended behavior.
So I have a train network where all the stations have the same name and trains are routed around based on their content of length if empty through controlling the signals at each stations output. all trains have instructions of "go to 'station', leave if green signal" then "go to 'station', leave if green signal".
At a station I use the circuit network to turn on one(or more) rail signals for the tracks that split after the station, if one of the signals are green, send a green signal to the station and then the train leaves.
Hope I explained that adequately.
what sometimes happens is if the station I want the train to go to has other trains in the way the train will not go through the green signal and get stuck at one of the red signals (route the train is not wanted on). This brings my entire system to a standstill unless the wrong route the train decided to go on happens to request that content and the signal then turns green.
Would it be possible to prevent trains from considering routes that are forced closed with a red signal? not sure if this warrants changes or if my unique case could break other peoples train networks (I am thinking railway crossings).
Please let me know if you need more clarity on my problem.
Automated Trains getting stuck
- Neandertal
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Re: Automated Trains getting stuck
So you would basically need an infinite pathing penalty of red signal controlled by circuit network.
We were actually considering, to allow to control the penalty of rail signal closed by circuit by the circuit network as well, but didn't do it so far as it seemed to be "too much complicated for what the player typically needs".
I'm putting this proposal into our "future plans" trello, but for now I have to say that it is not a bug, but a feature proposal.
We were actually considering, to allow to control the penalty of rail signal closed by circuit by the circuit network as well, but didn't do it so far as it seemed to be "too much complicated for what the player typically needs".
I'm putting this proposal into our "future plans" trello, but for now I have to say that it is not a bug, but a feature proposal.