Factorio

Factorio

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B0BSAN Jan 1, 2018 @ 1:24pm
Is they're a mod for helping with train signals?
I've done the tutorial and watch the videos but I still have one train that says no Path found and I have no Idea why. I'd love it if they're was some thing that would tell you where the error in your network is.
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KatherineOfSky Jan 1, 2018 @ 1:41pm 
If you're on 0.16 a new feature for train block visualization as been added. It will show you where the blocks begin and end and hopefully make it easier to place signals.

Otherwise, please post a screenshot of your stations/setup and we can probably help you diagnose the problem.
stlyau Jan 1, 2018 @ 2:34pm 
"No Path" generally means that you have a signal on the wrong side of the track or a section of track missing. Best solution is to get in the train and manually drive it toward the destination you scheduled it to go. If you come to a sudden stop, you've found the problem of a missing section of track, as you can drive in the wrong direction a track is meant to go.

A signal issue is a little harder to find, even with the visualation. If you're using a single track for two-way travel, then you need to make sure a signal is on both sides of track directly across from each other (even if it's a normal and a chain, which I use on my load/unload stations). Otherwise all signals need to be on the same side you placed the train station, which is the right (not left) side it's travelling in.
No Path usually means the station the train is tryring to get to insn't "connected" to you network.
There can be several reasons:
1. The train is facing the wrong way(if you have only one rail connecting the two stations)
(the Train in Automatic mode can only drive "forward")
2. The station of the destination is on the wrong side(watch the arrows when you place the station)

Otherwise as the other two have suggested post some screenshots of your Rail Layout
Last edited by The Undead Watcher; Jan 2, 2018 @ 3:20am
kissthisangel Jan 2, 2018 @ 3:01pm 
I almost gave up on my current map due to no path issues. KatherineOfSky explains the rails well in her entry level to megabase playthrough. I will admit that I had to pause it and re-watch a few times, simply because I put things in the wrong place. The signalling is explained well with the parking episode, I don't recall which number that is but the blueprint was handy. I would emplore you to use it because this method means you don't have to micromanage train schedules for the rest of your life. My Two track line is Left hand drive, so the signals go inside the two lines, if you have a right hand drive systems, your signals should go on the outside of your rails, The Arrows on the track show which way the signal will permit the train to travel. If you have any parts of a track where you have a two way track, make sure your stations are far enough away from the junction they can "change lanes" i.e they aren't hanging over the junction block when parked in the station, and can come out the other way, you'll need signals on BOTH sides of the lines and your train will need an engine on each end, this wil increase the length of the station block you need. Also where you have junctions check that the whole junction is one block it shouldn't extend out of the turnings, we want another train to be able to enter as soon as possible.

Another tip is that you need to sperate your long blocks into train length ones, this helps the flow of the trains:

If your first train travels along comes out of the junction and starts moving along one very long block, it's not going to trigger the next train to be allowed into that block until it leaves it. For long paths that could mean coming out of one station, when you have four or five trains piled up waiting to move through junction behind, the next train will come but by now your first train is trying to get back into that same junction, meaning you have a train jam. Train 1 wants to get in the junction, train 2 is in the block behind 1 and train 3 is in the junction and cannot move until train 2 moves, but train 2 can't move into the block until train 1 moves, again, 1 is prevented from moving in by train3 so none of them are able to move because your network blocks are too long to allow for that many trains.


I would reccommend getting in the train that says "no path" and taking it through each junction, turn it back to automatic, you should be able to narrow down where the error is. Pro tip , save frequently so that if you happen to get killed by your trains suddenly sparking to life and running you over ( this happened to me a lot) because I didn't realise one of my blue prints was wrong you don't have too much work to do and can easily remember any issues that need fixing. Every.single.time I removed the incorrect signal I got run over. FAIL. In hindsight probably just not standing on the track would solve this.

Remember that trains read the entire path to their next destination, you may spot an error and fix it but there still may be more errors between that and the destination. Getting around this is putting down temporary stops and testing the line. For example is there a path between Stop X and stop Y yes, ok is there a path to Z. stops are fairly cheap and you'll need more eventually so why not craft them now ;)
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Date Posted: Jan 1, 2018 @ 1:24pm
Posts: 4