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I don't know how that loop design could be useful so I can't comment about that.
as speeddaemon said
so to work this out, and i said, make train work against their own behavior...
the solution i've found is to simply. make the direct line the train you want to take, is entirely spammed with block and path signals.
blocks will continuously prevent other trains to enter a path that is being used by another train... therefore spamming blocks signals on all the traintrack paths will create a continuous corridor of path, effectively making your traintrack work the same as an electric signal would work on a circuit board.
the trick is to make use of path signals at intersections exclusively to avoid any sort of stuck situation for your trains.
i will simply quote the wiki regarding them because it is better explain than i wish i would with my words alone, anyhow, have fun reading that :
They automatically subdivide a block into paths, and treat them as individual sub-blocks. An automated train will reserve a path through the block as it approaches. Other trains can reserve their own paths at the same time, as long as they do not intersect with a path that is already reserved by another train. This allows multiple trains to pass through the same block simultaneously without colliding.
It is possible to chain Path Signals one after the other for especially complex intersections to increase their throughput. This technique can help to avoid "Signal loops into itself" issues, however, it can also allow for gridlocks to occur if used incorrectly. Trains appear to reserve paths through multiple Path Signals at once up to the next Block Signal, and will not pass the first Path Signal if any single portion of the path cannot be reserved.
Unlike Block Signals, Path Signals will "look ahead" to the Block Signal that follows a train's reserved path. The Path Signal will stop a train if it would have to stop for the next Block Signal while still traversing its reserved path. The Path Signal will turn green once the block at the end of the reserved path is vacant. This system ensures that trains do not stop in the middle of an intersection, which helps to prevent gridlocks. However, trains can be forced to stop within an intersection if their desired exit block becomes occupied with a manually driven train.
Pathfinding is done by Locomotives, not signals. Path Signals reserve paths based on information received from incoming trains. Signals cannot change the paths trains have chosen, they can only tell the trains whether they can proceed on their path or not. This renders "rail stackers" or yards impossible to build. Instead, waiting areas have to be constructed as long tracks divided into successive blocks.
Path Signals remain red until an automated train has reserved a path through that signal, at which time they will turn green to allow the train through. Automated trains treat the Path Signal as red until it turns green because it has approved the path. An approaching automated train will not reserve a path through a Path Signal's block until the next signal is the Path Signal. This means that if there is a Block Signal just before the Path Signal, the Automated train will have to slow down because the Path Signal will remain red until the train passes the Block Signal.
These screenshots show how to set up the signals: https://photos.app.goo.gl/kwypVbViZDoEUVZw7
I don't think he's having a problem with signalling, just the fact that in Factorio, a train at a red signal will try to re-path around a stopped train, so passing tracks make sense, while Satisfactory, you can't have stackers, passing tracks, multiple choice of station if one is occupied, etc.
Edit: Satisfactory can have passing tracks for trains meeting head on, but not if they're going the same direction.
for this
it was supposed to be 2 into the loop (the 2 side rails) 1 exit (the middle rail) so there could be 3 trains queued (L R and Exit) but no matter what i did the trains always took the left rail even if there was a train queued there already
SO... i give up, everything is one directional from now on to try and keep things easy
You can achieve the same thing by having a one way loop with three blocks in it. Each block can hold a train and they can only leave one at a time anyway.
Problem is i liked to use one of the sides as a parking spot for trains who's use service was changed but are just waiting for the new station to be built
...now the "parking spot" has to be my pocket
also i think mine just looked cooler :D lol
Probably true for normal track use, but this loop was for my central station that has quite a few trains that need to dock in the loading or unloading stations, shrinking down to 1 track is more a matter of it being a major station
now could I have gone with a ton of smaller stations and not needed any of this train switching nonsense... sure... but whats the fun in that lol