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For smart-ish trains: how about a "repathing chain signal"

Posted: Mon Jan 15, 2018 9:39 pm
by golfmiketango
Here's an idea that I believe could really open up a lot of possibilities to implement things with trains intuitively that currently require the creation of dummy stations and artificial hacks to manipulate the game-engine: a repathing chain signal. Just like a regular chain signal, but every train that passes it will repath automatically, no questions asked.

Kind of like "volatile" in C, you are just building your rail network normally, but also telling the game engine (or your auto-engineer-bot), "hey, I know there is a price, but you are not smart enough to figure this out, so don't even try to be clever at this one spot."

[Edit: Actually, there would be no need for a new item, if a check-box were provided in the configuration gui for chain-signals to achieve this. I suppose the same would be nice for regular signals, although I have a vague hunch this might create an implementation burden that chain signals would not... whichever was easier to implement would be more than OK I think]

Re: For smart-ish trains: how about a "repathing chain signal"

Posted: Tue Jan 23, 2018 3:12 am
by Vegemeister
I have been informed that trains already repath after all chain signals.

Re: For smart-ish trains: how about a "repathing chain signal"

Posted: Tue Jan 23, 2018 3:18 am
by Zavian
I believe that behaviour has changed in 0.16.17. See aaargha's post viewtopic.php?f=29&t=51341&p=337101#p337099 .

Re: For smart-ish trains: how about a "repathing chain signal"

Posted: Thu Jan 25, 2018 8:58 am
by golfmiketango
Weerry eenteresting!

Sounds like I have some experimenting to do.