Waypoints break chain signals?

I think I understand why this is the case internally, but I'm playing around with a large rail system in a way I haven't designed one before, and I just noticed that if you tell a train to "waypoint through station", it breaks chain signals. It appears to just treat the waypoint instruction as if it would be stopping at the station, which I understand, but it means chain signals don't seem to check any further than just that waypoint station when the path is being calculated, which breaks a lot of two-way systems. Is there a way to avoid this without having to treat every waypoint as a stopping zone, or will I just have to not use waypoints and hope this is changed at some point? (I want to emphasize that I understand why this would be more difficult to implement than what the current behavior seems to be, I'm just hoping it'll work at some point) Also, I'm not confident that I'm asking this in the right spot, so if I should ask this in a different channel or through a different system please tell me :)
7 Replies
Steam 'n' Rails Bot
Hello @circuitgamer77! Someone will help you shortly, please do not ping moderators or other people and just wait for someone to come help.
Violet
Violet5mo ago
You could use signal pairs ahead and behind the way point and tie them together with redstone links to push a signal state across the waypoint, or provide a side loop of track that connects past it
circuitgamer77
circuitgamer775mo ago
I think the path still won't propagate any further than that next signal still, if I'm understanding correctly, but I'll try it and see what happens. The problem is that if they're tied together with redstone the signal goes green if there's any valid path out, but normally it would only be treated like green (when a train is pathing through it) if specifically the intended path is open. In this case the waypoint is the entrance/exit to a yard, where the train needs to be able to select a specific track in that yard, not just any track. The signal would be yellow (treated as green) if any track is open, but the train needs to know if specifically the track it needs to go to is open.
circuitgamer77
circuitgamer775mo ago
Here's the area both in the world and on the map, so you can see the actual layout more clearly.
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circuitgamer77
circuitgamer775mo ago
Every track here except for the two tracks directly to the left of the yard on the map are two-way. Oh, and this also creates a feedback loop when a train is approaching, causing the signals to rapidly toggle on and off until the train passes.
circuitgamer77
circuitgamer775mo ago
Redstone links definitely don't work either, I either end up with trains crashing into each other at signals or trains deadlocking in the middle of the track.
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circuitgamer77
circuitgamer775mo ago
I don't think there's a workaround without having to build large sidings at every waypoint. Should I put this in #ideas-steam-n-rails?
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