[2.0.10] Rail signals placed over ghost auto-snap to invalid direction

We are aware of them, but do not have solutions that don't cause other issues. They go here in order not to take space in the main bug thread list.
eugenekay
Filter Inserter
Filter Inserter
Posts: 541
Joined: Tue May 15, 2018 2:14 am
Contact:

[2.0.10] Rail signals placed over ghost auto-snap to invalid direction

Post by eugenekay »

Rail signals laid down over a Ghost Signal auto-snap to invalid direction when there are multiple "directions" of rail to snap to in a junction, ignoring existing Ghost's orientation. This makes it harder to correctly build complex rail intersections via Ghost.

Steps to reproduce:
- Create a Ghost rail junction, with a Curved rail intersecting a Straight Rail segment
- Put a Rail Signal in Hand (from the Inventory, this starts in the "North-South" rotation)
- Move the cursor over the Signal ghost
- The Signal will auto-snap to a West-East orientation, NOT the ghost's NW-SE orientation! (0m5s in Demo video)
- Move the cursor away from the intersection
- Push R to rotate the signal to the WNW-ESE direction
- Move the cursor back to the intersection
- The Signal will auto-snap to the NW-SE orientation (0m9s in Demo video)

If the rails are laid down first, then only the NW-SE orientation is available to auto-snap as expected (0m25s in Demo video). If the Signal is placed in the West-East orientation, and then the Rails are laid down, the Signal does not split the intersection properly / it cycles through Red-Yellow-Green states indicating an issue (0m50s in Demo video)

I think that this is because the Auto-Snap behavior is picking the "next valid orientation", ie it is rotating the Signal in a Clockwise fashion until a candidate ghost-rail-piece is found to snap to.... ignoring the fact that the curved-rail would prevent placement of the signal here.

Robot placement is unaffected.

Blueprint string:

Code: Select all

0eNqV1duKgzAUBdB/Oc+xNFET46+UYfASOgGNJcYyRfLvE7UXmAZ6fFSzF4ZtjjPU3aQuVhsH5Qy6GcwI5WmGUZ9N1S33TNUrKMFWugNPQJtW/UJJ/RcBZZx2Wm2J9eL2baa+VjYsII/k6EL2/OOSlSBwGcaQGsyCBymROYFbCORBb7VVzfYw8+QNZU+0mexVtSuZVDGURVEeQdMoWkfQQmyo+Ixme7fP6Oft53g0RaMcj1I0KtBoIdFogUcFGpV4FF8UPeJVfFOU4r/UpxpzGP7t8JXTFK0KfOcUf5AEvnSKP0liR+uvo7QWc5+hsXYOd5Ud/g2oZWC9wwI99x6F8Wjxxe7ipV8GvXaqD6HXv4LAVdlxXZ9zJjMp8+woOBep93/puRE8
Attachments
2024-10-25 16-00-32.mp4
(16.35 MiB) Downloaded 48 times
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5403
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [2.0.10] Rail signals placed over ghost auto-snap to invalid direction

Post by Klonan »

Thanks for the report,

We don't try to do the full rail and signal logic on ghost rails (which is also why the green suggestions are not shown),
So we consider this just a minor issue
eugenekay
Filter Inserter
Filter Inserter
Posts: 541
Joined: Tue May 15, 2018 2:14 am
Contact:

Re: [2.0.10] Rail signals placed over ghost auto-snap to invalid direction

Post by eugenekay »

Klonan wrote: Thu Feb 27, 2025 2:40 pmSo we consider this just a minor issue
Thank you! I have been absolutely loving the new “Eighth-turn” rail corners, and the flexibility that it allows for snaking train stations in ludicrous spots that should not fit a train…. I still have not gotten “used to” the muscle memory of the additional Signal directions, meaning that I run into this issue at least once per day. It’s not too hard to find the broken signal once a train gets Deadlocked…
Post Reply

Return to “Minor issues”