Satisfactory

Satisfactory

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Hanover Oct 22, 2024 @ 2:21pm
Signals need work
I have a ton of train games, but this is the only one where I fight with the signals all of the time. If it can detect a problem, show me where it is. I delete the one with the flashing triangle and the one directly behind it starts flashing until I've pretty much removed them all. I always end up deleting them all and starting over again.
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Showing 1-15 of 50 comments
Bobucles Oct 22, 2024 @ 2:40pm 
Block signals are regular signals. They work moderately well.
Path signals are chain signals. They don't work at all, their display is broken.
Last edited by Bobucles; Oct 22, 2024 @ 2:41pm
huh? Path signals work just fine.

A block signal creates a block to another block signal. You use this to create areas where only one train can enter.

A path signals checks the path of the next block, if the path is clear then a train can go thru. path signals need a block signal on each track coming out of it if you have an intersection.

If the signal cannot make a block cause the track isnt connected properly, then they will flash with a yellow triangle.
Or if a path signal goes to another path signal, also doesnt work.

Path signals will by default show a stop sign, and will not update until a train enters the block before the path signal. This is intended behaviour.
Eiko Oct 22, 2024 @ 3:02pm 
Path signals work fine.

OP: Usually when a signal is flashing it doesn't mean you need to delete that signal it means you need to add another one. If you're holding a signal hologram the game displays where it thinks the blocks are. If that doesn't match where you expected them to be you know where the problem is.
JeanDeaux Oct 22, 2024 @ 3:14pm 
I've fought this issue as well, and it's not always the signals. The tracks themselves are often the source of the problem and sometimes they even go corrupt all on their own; I agree it's a bit buggy.

I'll have tracks and signals working, come back later and they're just messed up even though I didn't change a thing. It seems making any edits to the track anywhere on the map can mess with a previously laid intersection somewhere else. I haven't been able to recreate this on demand, but I've fought this issue often enough.

The trick I've learned over time is to pay attention the switching signals. Sometimes a switch signal will appear when there is no intersection; when that happens you have to delete that piece and place it again. Sometimes I'll create an intersection and either the switch is on the wrong side or one isn't created at all. Here again, it's delete one or more rails until all the switch signals appear correctly located.

Lastly, drive the engine yourself. Sometimes even though the track looks fine, the train will stop dead in its tracks or will start to spin on the spot as if the rail is turning 180 degrees in that instant. Here again, delete rails and try again.

You're not crazy, it's just a gremlin in the system that you have to watch out for.
Last edited by JeanDeaux; Oct 22, 2024 @ 4:35pm
Bobucles Oct 22, 2024 @ 3:18pm 
Path signals work fine.
Do enlighten the class on how they work and how to read the display.
Kackstift Oct 22, 2024 @ 3:20pm 
signals work.. BUT dont make it like one crossing for all trains... give the trains enough space for alternate routes.
you should watch a few signal tuts on youtube.. there are really good ones.
Dragonmaster Oct 22, 2024 @ 3:36pm 
Path signals work fine. They show red until a train uses the path. Path signals are chain signals. They look at the next signal and display that color. Main basic rule is path signals before any intersection or split and block signals go after intersections and after path splits and then along the route. They work just fine
Hanover Oct 22, 2024 @ 3:40pm 
Originally posted by JeanDeaux:
I've fought this issue as well, and it's not always the signals. The tracks themselves are often the source of the problem and sometimes they even go corrupt all on their own; I agree it's a bit buggy.

Lastly, drive the engine yourself. Sometimes even though the track looks fine, the train will with stop dead in its tracks or will start to spin on the spot as if the rail is turning 180 degrees in that instant. Here again, delete rails and try again.

You're not crazy, it's just a gremlin in the system that you have to watch out for.

This is what happened to me. I went to my base at the Grassy Plains from the Rocky Desert and added a some new track, when I got back to Rocky Desert, everything was flashing and all of my trains were stopped. If it can detect a problem, maybe it should draw the path it's tracing and show me where the "loop" is. I've driven the paths many times and the only time I find an issue is where the track wasn't connected correctly.

I also find the way it does signals, is that once you place one, you've pretty much committed to keep adding them. Add one, and now everything on the other side of it stops the train. In Transport Fever, you have an in and an out. After the out, you've completed the signal.
Last edited by Hanover; Oct 22, 2024 @ 3:43pm
Mozzy Oct 22, 2024 @ 4:02pm 
Game doesn't really tell you, but through trial and error you learn one of the common reasons why blinking signals or not working:

1. You can't mix and match path vs block signals for intersections for any particular direction. Use all path, or all block, can't be mix of both. What this means -->

ex) T-junction intersection with three tracks in, three tracks out.
a) Path signal for each of 3 tracks in, Block signals for each corresponding track out

b) Block signal for each of 3 tracks in, Block signals for each corresponding track out

c) Error - Mix of 2 Path signals in, 1 Block signal in, 3 Block signals out. You'll get blinking signal because game doesn't like mix of logic for any color rail. The T-junction can have all Path in, or none. If you use 1 Path, then every entrance into that junction must also be Path.
Bobucles Oct 22, 2024 @ 4:08pm 
Originally posted by Dragonmaster:
Path signals work fine. They show red until a train uses the path. Path signals are chain signals.

... They work just fine
They "work fine" in the exact same way "dog in a burning house" is fine.

The signal is red when the path is open.
The signal is red when the path is closed.
In what world is this considered "fine"?
Hanover Oct 22, 2024 @ 4:14pm 
Originally posted by Mozzy:
Game doesn't really tell you, but through trial and error you learn one of the common reasons why blinking signals or not working:

1. You can't mix and match path vs block signals for intersections for any particular direction. Use all path, or all block, can't be mix of both. What this means -->

ex) T-junction intersection with three tracks in, three tracks out.
a) Path signal for each of 3 tracks in, Block signals for each corresponding track out

b) Block signal for each of 3 tracks in, Block signals for each corresponding track out

c) Error - Mix of 2 Path signals in, 1 Block signal in, 3 Block signals out. You'll get blinking signal because game doesn't like mix of logic for any color rail. The T-junction can have all Path in, or none. If you use 1 Path, then every entrance into that junction must also be Path.


I think b is my issue. I also think it's easy to accidentally forget to place an exit signal so when you have an odd number of signals, it can be hard to figure out where the odd one is.
Vault Traveler Oct 22, 2024 @ 4:21pm 
Originally posted by Bobucles:
Originally posted by Dragonmaster:
Path signals work fine. They show red until a train uses the path. Path signals are chain signals.

... They work just fine
They "work fine" in the exact same way "dog in a burning house" is fine.

The signal is red when the path is open.
The signal is red when the path is closed.
In what world is this considered "fine"?

I love how everyone ignores you, they work just fine. You simply dont use them correctly.
Hanover Oct 22, 2024 @ 4:44pm 
Originally posted by Vault Traveler:
Originally posted by Bobucles:
They "work fine" in the exact same way "dog in a burning house" is fine.

The signal is red when the path is open.
The signal is red when the path is closed.
In what world is this considered "fine"?

I love how everyone ignores you, they work just fine. You simply dont use them correctly.

Then it needs a better tutorial, or if it knows there is something wrong, show us where it is. "Loops into itself" isn't very helpful on more complex rail networks. If it's trying to calculate a path, then it can show me where it stopped working.

Right now, I have no other signals on my network, yet, when I place two block signals, one of them is flashing yellow and telling me its looping in on itself.
Last edited by Hanover; Oct 22, 2024 @ 4:55pm
Fali Oct 22, 2024 @ 4:47pm 
Originally posted by Bobucles:
Originally posted by Dragonmaster:
Path signals work fine. They show red until a train uses the path. Path signals are chain signals.

... They work just fine
They "work fine" in the exact same way "dog in a burning house" is fine.

The signal is red when the path is open.
The signal is red when the path is closed.
In what world is this considered "fine"?
It only shows green, when a train in self-driving mode entered the block before it and could sucsessfully reserve a path through the next block.
Hashy1000 Oct 22, 2024 @ 5:08pm 
agreed path signals in this game are not brilliant, shame the route doesn't recalculate so you could implement stackers/sidings. way points or conditional signals. and if your blocks are too small in front of a path signal the train slows down unnecessarily.it could learn alot from other games
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Date Posted: Oct 22, 2024 @ 2:21pm
Posts: 50