Illegal train signal placement being shown as valid

Things that has been reported already before.
Halosos
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Illegal train signal placement being shown as valid

Post by Halosos »

OS: Linux

Version: 2.1.14

When a signal is being held, two spots on this track appear to be valid placements.

When placed, the signals are invalid.

Example rail blueprint with an invalid signal:

Code: Select all

0eNql09tugzAMANB/8XNSNZBw+5VqmgJ4nSUIVYBqFeLf59IVug2pQ3uKcvGxYyUD5FWPJ0+ug2wAKhrXQnYYoKWjs9V1zdkaIQNvqYJRALkSPyBT44sAdB11hLeIaXJ5dX2do+cD4h75bqs3WZI9NizKyRFwaloObdw1A3MyCQVceAzMPuUsJXksbvvRKH7hwTY8Tmc8fo6HM170/ozlpMr8364Wj72UXx1eUZOdmV29M99lpVdos7Efi2+e1x39vR+LG44rUryxzPub0Gm6xiUbOfVQ3Y9b82OmDmumlv8g4Iy+nQ6YKEiN5jrCfaQU3+0TGBUKAw==
To reproduce, paste my blueprint, break the signal and select a signal to replace it. You will see 2 green boxes denoting valid spots where the old signal was. The game says you can place them here.

Upon doing so, the signal immediately does not work.
Attachments
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Screenshot from 2026-08-15 22-17-16.png (775.6 KiB) Viewed 284 times
eugenekay
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Re: Illegal train signal placement being shown as valid

Post by eugenekay »

116405

It is a perfectly valid location for the Rail signal entity; hence it is allowed in the Blueprint and can be placed in-world. It just happens to not be a valid location to split the Rail block.
Halosos
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Re: Illegal train signal placement being shown as valid

Post by Halosos »

One would argue that if the game says you can place it there, it would split the block. I was making a blueprint and I had pasted this a good 20-30 times before I noticed I was getting gridlocks because the signals were invalid. If a signal cannot split a block, it should not be placeable there.
eugenekay
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Re: Illegal train signal placement being shown as valid

Post by eugenekay »

There is no (sane) way to prevent Entity placement according to the presence of conflicting Rails. A Signal placed in the middle of a curved segment is totally valid to Split the block, until the Straight Rail is added with an overlapping piece of rail collision - should the Rail Signal be instantly destroyed now that it is Invalid? Should it be marked for deconstruction? Neither of those makes sense - but switching it into “blinking” state is easy and works fine.
Halosos
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Re: Illegal train signal placement being shown as valid

Post by Halosos »

In this case, the rail was down first. If a signal is placed in a location the game says is valid but does not work, if it cannot be fixed, it would be nice to get a warning. Rather than having to debug why my new rail block is not working, despite me assuming I had signalled it all up.

If a rail is removed, that is fine, the player is deconstructing the signals.

But placing a signal down, especially VIA bots - like in my situation- you will not know it doesn't work until you find the trains piling up/colliding/gridlocking.
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