[2.0.11] Train Stop Not Sending Signals
Posted: Sun Oct 27, 2024 4:04 am
Version 2.0.11
Configurations:
1. No mods
2. Only elevated rails
3. Elevated rails, quality and space age
4. Only quality.
Setup:
Connect a train stop to an electric pole then to a light with green wire
Train Stop->Electric Pole->Light
Ensure power is provided to the pole.
Ensure power is provided to the light.
Ensure a train is stopped at train stop.
Check any signaling behavior in the train stop options; all, one, none, many, any. Force-Enabled (circuitry) or naturally-on (without circuitry).
Set light behavior to "Enable for T > 0" (this correlates to the Train ID signal)
Park a train at the stop, manually or by scheduling.
Expected behavior:
Light should illuminate, and power pole should display a value based on train stop options.
T for train ID
C for count, etc.
So for a Train ID 12, the electric pole should display T as 12, if the train id checkbox is checked on the train stop.
Actual Behavior:
Light does no illuminate.
Power pole does not display values provided by train stop, power pole DOES display values from other objects/entities, like iron chest signals
Hypothesis:
Train stops are not sending signals, since 2.0 (guessing the version).
Research:
Originally discovered in multiplayer.
Tried with the same save in single player, does not produce expected behavior.
Tried with brand new saves, does not produce expected behavior.
Tried with a pre-2.0 save; Produces expected behavior. However, any newly placed stops (running old save on new version) will not work as expected.
The old stops behave expectedly.
Newly placed stop behave unexpectedly.
Used scenario editor with elevated rails, quality and space age. Misbehaves.
Scenario editor with no mods. Misbehaves.
Scenario editor with just elevate rails: misbehave.
Scenario editor with no mods, and all item are in item form and let the player place them: misbehave.
Conclusion:
I cannot get train stops to send a signal in 2.0.11
Configurations:
1. No mods
2. Only elevated rails
3. Elevated rails, quality and space age
4. Only quality.
Setup:
Connect a train stop to an electric pole then to a light with green wire
Train Stop->Electric Pole->Light
Ensure power is provided to the pole.
Ensure power is provided to the light.
Ensure a train is stopped at train stop.
Check any signaling behavior in the train stop options; all, one, none, many, any. Force-Enabled (circuitry) or naturally-on (without circuitry).
Set light behavior to "Enable for T > 0" (this correlates to the Train ID signal)
Park a train at the stop, manually or by scheduling.
Expected behavior:
Light should illuminate, and power pole should display a value based on train stop options.
T for train ID
C for count, etc.
So for a Train ID 12, the electric pole should display T as 12, if the train id checkbox is checked on the train stop.
Actual Behavior:
Light does no illuminate.
Power pole does not display values provided by train stop, power pole DOES display values from other objects/entities, like iron chest signals
Hypothesis:
Train stops are not sending signals, since 2.0 (guessing the version).
Research:
Originally discovered in multiplayer.
Tried with the same save in single player, does not produce expected behavior.
Tried with brand new saves, does not produce expected behavior.
Tried with a pre-2.0 save; Produces expected behavior. However, any newly placed stops (running old save on new version) will not work as expected.
The old stops behave expectedly.
Newly placed stop behave unexpectedly.
Used scenario editor with elevated rails, quality and space age. Misbehaves.
Scenario editor with no mods. Misbehaves.
Scenario editor with just elevate rails: misbehave.
Scenario editor with no mods, and all item are in item form and let the player place them: misbehave.
Conclusion:
I cannot get train stops to send a signal in 2.0.11