[0.15.32] Train fusion (in a bad way)

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
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kylone
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[0.15.32] Train fusion (in a bad way)

Post by kylone »

I somehow managed to fuse my trains when trying to fix a traffic jam.
It happened when the existing lights were rendered useless (flashing green, blue, red) after I added a rail segment, but before I added signals.
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factario, fused trains.PNG (2.87 MiB) Viewed 2414 times

Loewchen
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Re: [0.15.32] Train fusion (in a bad way)

Post by Loewchen »

Post the save with the trains stuck please.

kylone
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Re: [0.15.32] Train fusion (in a bad way)

Post by kylone »

Added save file.
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fused trains.zip
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Loewchen
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Re: [0.15.32] Train fusion (in a bad way)

Post by Loewchen »

The collision boxes seem to have interlocked. It is possible to deconstruct the locos without issue though.

Rseding91
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Re: [0.15.32] Train fusion (in a bad way)

Post by Rseding91 »

Did you destroy one of the trains and then re-build it?
If you want to get ahold of me I'm almost always on Discord.

kylone
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Re: [0.15.32] Train fusion (in a bad way)

Post by kylone »

Rseding91 wrote:Did you destroy one of the trains and then re-build it?
Sorry, I haven't been on the boards for a bit. I ended up destructing one of the engines, manually backing the rest of the train up, added the missing train signals, put the engine back on, and proceeded. No worries there. Is this something worth fixing, since there's a simple work around?

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