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Trains
Posted: Sun Nov 20, 2016 2:23 am
by Hidrog
Is there any way of checking if a train is at a station? This is mostly in terms of the circuit system, but I'm sure I can make it work either way. Thank you.
Re: Trains
Posted: Sun Nov 20, 2016 7:01 am
by Mehve
Not directly, but you can get the status of rail signals. If it's red, you know there's a train in the block ahead of the signal. The only caveat is that you can't verify whether the train in the block is actually at the station, or simply passing through, so you'll want to design the tracks and station so that no extra trains try to detour through it.
Re: Trains
Posted: Sun Nov 20, 2016 10:28 pm
by Hidrog
Mehve wrote:Not directly, but you can get the status of rail signals. If it's red, you know there's a train in the block ahead of the signal. The only caveat is that you can't verify whether the train in the block is actually at the station, or simply passing through, so you'll want to design the tracks and station so that no extra trains try to detour through it.
Thanks for the help

Re: Trains
Posted: Wed Nov 23, 2016 1:49 pm
by Acarin
You can also use the Smart Trains mod by Choumiko, which enables trains to send signals about presence, capacity, remaining fuel, etc, back to a circuit network via the Smart Train Stations.
Re: Trains
Posted: Thu Nov 24, 2016 8:33 pm
by Hannu
You can allocate one slot for fish and use inserters to put a fish in and out. You can turn a signal on and reset counting when inserter holds a fish and turn the signal off after the counter reach 2 seconds. It is ugly, large and impractical solution, but it gives what you want with stock parts.
Re: Trains
Posted: Fri Nov 25, 2016 2:42 pm
by aober93
I have read on the forums, that trains can be read ,and it has been implemented. What this means i dont know, since its not working for me.
Re: Trains
Posted: Fri Nov 25, 2016 2:51 pm
by Deadly-Bagel
Trains can read their own contents I think but you need the Smart Trains mod if you want a circuit network to read them.