#I'm struggling to understand what's
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So - this is the parameter I'd like to use ...
It says that it will 'match the first signal that passes all wait conditions. I'm assuming it means these conditions ?
it says 'all wait conditions' - so what does that mean if it's not the interrupt conditions ?
if you want a fiuld shouldnt you use the fiuld wild card and use the wildcard in the condition and names
yeh - my understanding (probably erroneous), is that the fuild would match the train content - whereas the signal should match the signal received onto the train from the station.
but - I'm still missing the point of the 'wait conditions'
thats when the train will depart
it will wait until those conditions are met
and at that point the parameter will be replaced by the first valid signal
it probably goes by ID as many things
but the wording says (and maybe that's the 'bug', or my misunderstanding) - match the first signal that passes the wait conditions and replace the wildcard with THAT signal (my caps)
so - given I have only a single wait condition that should match water - my expectation is that the only possible replacement for the signal wildcard IS water
however - that's not what's happening
it's getting replace with the first signal (copper) hitting the station
im confused what your trying to do with only 1 wildcard being used and a condition like water>0
id suggest making a simple example with the wild card basicly everywhere
-# easiest way to find out is to try
theres lots of these cases
the selector combinator also has some misleading descriptions
I'm making a test case to show my issue - rather than achieving a specific thing
so the 'bug' could be in the description then
problem is - with the wildcard not really working - it's not really a useful tool as far as I can see
its mostly used to send the train to a station of your choice
or - not as useful as it could be if I could get it replaced with my constraint - rather than just the first signal to come along
right - and that's what I'm using it for
your constant should be wildcarded as well
so it fails on some signels
well liquid for liquid, cargo for items
so - I have stations receiving goods - and in each case I send to radar a single value 1 along with the item available - I then want to send a train there - which is all working - but because the fuilds are off the end of the signals w.r.t to the other items - the fluid train ends up going to a copper station
dont give the station multiple signals then
because replace(copper,wildcard)water>0 produces water>0 which if water is > 0, is true
This is the 'simple' test case for vanilla factorio with space age.
if you want a water order you need wildcard>0
I can resolve the issue with Space Ex by using radar signals with named channels - but not in vanilla - at least not the way I'm trying
I'd love to figure this out - as I think I'm probably just doing something wrong - or attempting to do it the wrong way w.r.t the intention from the developers
these are (bad) templates
sure - and the water will be water = 1 when the water station has enough water to fill the train
I was hoping to create a 'bag of trains' that could respond to any request and it's mostly working - but not quite as hoped - as I wanted the contraints to feed the signal wildcard - as that's what it says it does (at least the way I'm reading it)
I can fix this in various ways - but they all add a LOT of complexity compared to the way it would work if the signal matched the conditions
the condition needs to fail somehow or youll match the first one
that will mean using the wildcard in the condition
I do understand what your saying - but the signal itself says it works a different way
so I'm trying to really figure out if I should take the time to express this as a bug - or just create massive workarounds
you could go look if anyone else already reported it
and what the devs response was
Tried to re-express this together in a little more detail here - https://forums.factorio.com/viewtopic.php?t=131683
The question is really about the specific meaning of the text on the wildcard signals. To give a concrete example, we have: It says it will match the first s…
Thanks so far for trying to help. Really kinda frustrated after spending a few hours trying to get this to work smoothly as described.
note that it says "when used in interrupt"
so far youve only sent pictures of you using water, and not the parameter
so when you have [parameter] > 1000
it will set the first signal that matches it
that water gotta be a [parameter]
what is this supposed to do
this one works - it essentially says - if there's a station that contains enough cargo to fill a train with copper or coal - go and pick it up
and drop it off
it works because the signals are erased from the list as soon as a train is tasked - because the target station registers the incoming train and that stops the signal from being sent
and youre trying to simplify it to
[signal parameter] > 0
AND
empty cargo
right - that's the effect of the simple circuit setup at the target mining stations
thought about naming all your pickup stations the same ?
and only opening them when they have a full train load
that is how it works
oh - I see
you're saying just consider the whole lot to be - stuff available
i mean theres so many fucking ways to do it
lol - so true
dunno what exactly youre shooting for
it seems I'm struggling to explain it - even though it seems like the simplest requirement
either way phlack or ichaleynbin in the #train-help have lots more experience
psa they will tell you that these kinds of smart trains are worse than normal dedicated routes
i do get that - and tbh - I've finished the game multiple times - I'm really just trying to have 'fun' by making this kind of train work - because it's a 'feature' of Factorio 2.0, rather than fallback to using Cybersyn - which did work just fine
but if this wildcard signal worked - it would be pretty powerful and cool - so here I am
thanks for pointing to #train-help , I hadn't spotted it
in fact, it's not appearing in my channel list
right click the factorio server icon and select "show all channels"
you either have the wrong roles selected, or mods are too stupid to unhide channels
btw
for your dropoff station, switch to [cargo parameter]
instead of the current [signal parameter]
this way it should look at its own inventory and then just try to deliver that item to the correct station
this one
this is actually working though - as the moment of interrupt condition success creates both the entries in the station visit list - the pickup and the dropoff - if I used cargo evaluation at the point of condition success - the cargo would be empty - per the conditions to pass
the way you suggest would work if you split the interrupts further
I did play with that too, and that's another viable way
but at present, I've got a fluid wagon sitting waiting for cargo from inserters at an iron mine - lol
it's going to be there a long time
Attempted to use the wildcard in the condition - and this is what happens to the generated station names
So - done this way - the wildcard name itself ends up in the station name instead of the fluid
Looks like this occurred when I executed the interrupt but the signal was not present. With the conditions setup numerous ways, I still end up with the first signal, rather than the first signal that passes the conditions, being sent through to replace the wildcard in the station names. e.g.