[Mod] Advanced Trains [advtrains] [2.8.0]

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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by NicoKaiserHello » Post

nazalassa wrote:
Thu Sep 04, 2025 11:28
NicoKaiserHello wrote:
Thu Sep 04, 2025 10:03
And i want to report a bug. the trains arent stopping at the red signal. the driveway is set and the automatic is on, but nowhere its stoping and its all time driving in the other trains
Dumb question but is the signal's influence point set to the track on which trains should stop and if yes, is it facing the right way? (Aux1+right-click on the signal to have the influence point form)
I didn't edit it and before it works fine. And i tried edit the directions and track (i have only 2 tracks) but it drive over red.
cdb_11a84b7c8582

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by NicoKaiserHello » Post

download/file.php?id=30866
But is that Routingcode "r4"? So if my routing code is "NL" (for Nothern Line) i have to write "RC NL" to let drive him on this route?
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by NicoKaiserHello » Post

I tried and it work. First i had a problem but it work. Thanks.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Wogster » Post

I get this error message sometimes:

use_rscache=true
}
}

signal_name = W27
ts_id = 33924882
} S[(400,9,-18)/1] was not found in the track sections RS cache, please check

Anyone know what I need to check????

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Wogster » Post

More problems ^%$

I have two signals, with routes, the one is showing a lock conflict with the other, even though I deleted the other route, and the other signal, it still shows as locked, essentially meaning I can't run a through train.

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by orwell » Post

Wogster wrote:
Tue Dec 16, 2025 23:05
More problems ^%$

I have two signals, with routes, the one is showing a lock conflict with the other, even though I deleted the other route, and the other signal, it still shows as locked, essentially meaning I can't run a through train.
You can clear the locked switches by right-click with the interlocking tool (green sonic screwdriver)
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Wogster » Post

Lock conflict resolved, thanks.

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Scottysvptech » Post

I have the advtrains mod installed on a server by git clone. I have to say the new "Smart" route function and the ability to Make a new route from an existing one has really simplified the setting up of complex junctions. It's much quicker now!

But I have a problem at one junction with a "ts lock" that seems to be set upon a track section rather than on a set of points. The error is specifically:
2025-12-21 09:51:30: WARNING[Server]: [advtrains]Encountered ts lock during a real run of routesetting routine, at ts= 51172696 while setting route TO PEACE TOWN of S[(866,7,-584)/1]
This piece of track is junction between a track coming from a yard, a Local and Main track, a small siding, a siding to a port, and a branch line off to a place called "PEACE TOWN".

The value of the c_ts variable at the time of error is -

Code: Select all

c_ts= {
  tc_breaks = {
    1 = S[(866,7,-570)/1]
    2 = S[(866,7,-545)/2]
    3 = S[(867,7,-560)/2]
    4 = S[(861,7,-560)/2]
    5 = S[(867,7,-552)/2]
    6 = S[(863,7,-562)/2]
  }
  rs_cache = {
    800783637DD8 = {
      8007835F7DCE = {
        800783627DD5 = cr
        800783627DD6 = cr
        800783617DD3 = st
      }
      8007835D7DD0 = {
        800783627DD5 = cr
        800783627DD6 = cr
        800783617DD3 = cr
      }
      800783627DC6 = {
        800783627DD5 = st
        800783627DD6 = cr
        800783627DD2 = st
      }
      800783637DD0 = {
        800783627DD5 = st
        800783627DD6 = cr
        800783627DD2 = cr
      }
    }
    800783627DC6 = {
      800783637DD8 = {
        800783627DD2 = st
        800783627DD6 = cr
        800783627DD5 = st
      }
      800783627DDF = {
        800783627DD2 = st
        800783627DD6 = st
        800783627DD5 = st
      }
    }
    8007835F7DCE = {
      800783637DD8 = {
        800783627DD5 = cr
        800783627DD6 = cr
        800783617DD3 = st
      }
      800783627DDF = {
        800783627DD5 = cr
        800783627DD6 = st
        800783617DD3 = st
      }
    }
    8007835D7DD0 = {
      800783637DD8 = {
        800783627DD5 = cr
        800783627DD6 = cr
        800783617DD3 = cr
      }
      800783627DDF = {
        800783627DD5 = cr
        800783627DD6 = st
        800783617DD3 = cr
      }
    }
    800783627DDF = {
      8007835F7DCE = {
        800783627DD5 = cr
        800783627DD6 = st
        800783617DD3 = st
      }
      8007835D7DD0 = {
        800783627DD5 = cr
        800783627DD6 = st
        800783617DD3 = cr
      }
      800783627DC6 = {
        800783627DD5 = st
        800783627DD6 = st
        800783627DD2 = st
      }
      800783637DD0 = {
        800783627DD5 = st
        800783627DD6 = st
        800783627DD2 = cr
      }
    }
    800783637DD0 = {
      800783637DD8 = {
        800783627DD2 = cr
        800783627DD6 = cr
        800783627DD5 = st
      }
      800783627DDF = {
        800783627DD2 = cr
        800783627DD6 = st
        800783627DD5 = st
      }
    }
  }
  route_post = {
    next = S[(867,7,-560)/1]
    locks = {
    }
  }
  trains = {
  }
  name = LOCAL JUNC 2
  route = {
    rsn = ESC(T@advtrains_interlocking)Route ESCFTO PEACE TOWNESCE from signal ESCFSVS3N(866,7,-584) / AESCE, segment #ESCF2ESCEESCE
    origin = S[(866,7,-584)/1]
    entry = S[(866,7,-570)/1]
  }
}
I believe the error is due to the existence of the route = {...} field in the track section record.

This track section called LOCAL JUNC 2 is the green marked track in this picture, looking north from the signal gantry:
Sth_vellos_junc_Local_2.png
Sth_vellos_junc_Local_2.png (949.99 KiB) Viewed 534 times

From the northern signal gantry looking south. The track section is bordered by the TCBs as shown, with one just out of sight between the 2 buildings on the right:
Sth_vellos_junc_Local_2-looking-south.png
Sth_vellos_junc_Local_2-looking-south.png (704.26 KiB) Viewed 534 times

When I set a route called "TO PEACE TOWN" from the southern gantry through this LOCAL JUNC 2, which diverges at the northern gantry then I encounter this error, and the train does not move. I also get the same error if I set another route through this junction down the LOCAL line (straight). However, setting a route through LOCAL JUNC 2 and a crossover to the Main does work, and the signal goes to green and the train will follow and proceed down the main.

The 2 routes in red cause the error, but the green route succeeds:
Sth_vellos_junc_Local_2-routes-from-SVS3N.png
Sth_vellos_junc_Local_2-routes-from-SVS3N.png (378.12 KiB) Viewed 534 times

Interestingly, from the northern gantry trains can route from the Local line through this track section, crossover to the Main and continue south. That works also without error.

I've used the Interlock tool to clear any locks but there were no locks on any of the points. The lock seems to be on the track section itself. Hitting the track section with the interlock tool did not help.

The named route was deleted but this didn't make any difference.

I also Removed the track section and then recreated it but the TS id changes but then the lock sticks to the new track section.

I also tried /at_reroute and /at_sync_ndb.

The trouble began after I'd rebuilt all of this juction and had all the routes working for up and down Main/Local trains, and the Peace Town train, all running back and forward. Then I had trouble with a locomotive striking an LZB while coming out of the siding. The new alignment was too close to the building or the signal or the TCB. I removed the signal and the TCB and adding a wall mounted one with TCB on the other side. This TCB is one entering from the left between the buildings, in the first picture.

From this point I had trouble with this track section and the route lock, and I can't seem to remove it.

Not sure how to fix.

Kind regards,
Scott

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by orwell » Post

I think, this happens when the same track section is part of a route twice. So something like
Start signal -> section A -> section B -> section A -> …
This is currently not supported because a track section can only be locked once. So if you have this kind of setup try adding a tcb in between so that the section is split up into two.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by MatyasP » Post

Some my new ideas about tools:
1) vehicle remove tool and train remove tool
2) track remove tool (for situation where is local bug about removing it) - this would by difficult
3) train saver (with vehicle metadata) and train loader (with vehicle metadata) - for creating own train library for A) user on server, B) all players of server

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

MatyasP wrote:
Tue Dec 23, 2025 10:27
Some my new ideas about tools:
1) vehicle remove tool and train remove tool
Could help speed things up a bit I guess
MatyasP wrote:
Tue Dec 23, 2025 10:27
2) track remove tool (for situation where is local bug about removing it) - this would by difficult
Usually the track is not removable for a good reason, like there's a train on top of it, or it's a turnout that's part of a route that's set, or it's where a TCB is assigned. But I don't mind the idea of a track puller tool that makes it faster, since e.g. Mithril Pickaxe is quite a bit faster at breaking stone than any tool is at pulling up Advtrains track.
MatyasP wrote:
Tue Dec 23, 2025 10:27
3) train saver (with vehicle metadata) and train loader (with vehicle metadata) - for creating own train library for A) user on server, B) all players of server
Well the train copy and paste tool should do this already, apart from the library functionality. You could make your own mod too that lets people save to the library and grab out of the library.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

nazgurth wrote:
Mon Dec 08, 2025 10:28
The NY subway has another bug: as soon as a train with NY wagons in it starts or stops moving with its doors open, the NY wagons' doors automatically switch to being closed (without the closing animation).

However, this only happens visually- you can still normally enter the wagons.

When you actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
I've been looking into this. I think the problem arose when I introduced wheel animation to a wagon with door animation, not realizing how it would work if the door movement was not isolated from the wheel movement as it is in my own play-style. I think the best solution is just for the curators of the mod to use the models I gave them without wheel animations, since the original never had it anyway.

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by SylvesterKruin » Post

I noticed that the player can sit sideways when a passenger on the Basic Trains subway, but I've been digging through the code and can't figure out how to do it myself. It would be nice if the sideways seats on my subways could have sideways passengers to match. Is this a built-in AdvTrains thing for that specific mod?

Screenshot From 2026-01-04 09-01-04.jpg
Screenshot From 2026-01-04 09-01-04.jpg (284.73 KiB) Viewed 324 times
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

SylvesterKruin wrote:
Sun Jan 04, 2026 14:02
I noticed that the player can sit sideways when a passenger on the Basic Trains subway, but I've been digging through the code and can't figure out how to do it myself. It would be nice if the sideways seats on my subways could have sideways passengers to match. Is this a built-in AdvTrains thing for that specific mod?


Screenshot From 2026-01-04 09-01-04.jpg
You can, afaik, only face forwards on a wagon unless it has Attachment Offset Patch support. Mods can provide their own data for it, but in the case of Basic Trains, the Attachment Offset Patch is a modpack and one of the mods adds data for pretty much all train sets that pre-date it. That's why you can't find it inside of Basic Trains' code.
Last edited by Blockhead on Mon Jan 05, 2026 00:46, edited 1 time in total.
Reason: grammar
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by SylvesterKruin » Post

Blockhead wrote:
Sun Jan 04, 2026 14:16
You can, afaik, only face forwards on a wagon unless it has Attachment Offset Patch support. Mods can provide their own data for it, but in the case of Basic Trains, the Attachment Offset Patch is a modpack and one of the mod adds data for pretty much all train sets that predate it. That's why you can't find it inside of Basic Trains' code.
Oh awesome, thanks! For anyone else looking to do this, you add advtrains_attachment_offset_patch_attach_rotation to your seat definition. Here's an example:

Code: Select all

{
	name = "test_seat",
	attach_offset = {x = 5, y = 2, z = 21},
	view_offset = {x = 0, y = -1, z = 0},
	advtrains_attachment_offset_patch_attach_rotation = {x = 0, y = -90, z = 0}
	-- ^^ This line rotates the player 90 degrees counterclockwise so they're facing sideways to the left
	group = "passenger",
}
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

SylvesterKruin wrote:
Sun Jan 04, 2026 17:47

Oh awesome, thanks! For anyone else looking to do this, you add advtrains_attachment_offset_patch_attach_rotation to your seat definition. Here's an example:

Code: Select all

{
	name = "test_seat",
	attach_offset = {x = 5, y = 2, z = 21},
	view_offset = {x = 0, y = -1, z = 0},
	advtrains_attachment_offset_patch_attach_rotation = {x = 0, y = -90, z = 0}
	-- ^^ This line rotates the player 90 degrees counterclockwise so they're facing sideways to the left
	group = "passenger",
}
I made a patch so mine can sit, too. Might interest you.
https://gitea.your-land.de/Slightly/adv ... _scale.png

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

REAL QUESTION
Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track?



SIDE TOPIC
I tweaked horntrack (which I like very much) to give a dropdown option of various patterns. You can still create your own or edit these. Anyone have any good patterns or a good single note horn or whistle sound I can swap for the test sound?
horntrack_glowup.png
horntrack_glowup.png (20.39 KiB) Viewed 235 times
My personal fork: https://gitea.your-land.de/Slightly/advtrains_horntrack


And, in a patch, I've differentiated loading/unloading with new inv images and formspecs. I'm probably the only person who finds ambiguous loading/unloading confusing, but it's clearer now in any case.
UnloadingtoChest.png
UnloadingtoChest.png (105.02 KiB) Viewed 216 times
LoadingtoTrain.png
LoadingtoTrain.png (85.44 KiB) Viewed 216 times
I've added them to my gitea along with other quality of life patches I've made.
https://gitea.your-land.de/Slightly/adv ... atches.git
Last edited by Slightly on Fri Jan 09, 2026 19:52, edited 1 time in total.

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

Slightly wrote:
Tue Jan 06, 2026 16:48
REAL QUESTION
Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track?
Can you point to the code you're reading that is telling you this?

In general, from what I recall, the default tracks have 4 materials: sleepers, rails, (invisibly) overhead catenary wire*, and what I call "track equipment" (the boxes you get on LuaATC tracks, station/stop tracks etc.)

*(but see the old transparency bug that showed this geometry, which is actually just 4 rectangular faces; also, the track equipment material is actually used on 3/4 of the faces of this, and most (if not all) of the crossings, the y-turnout and 3-way turnout that I made do not include this because it was not thought useful)
Slightly wrote:
Tue Jan 06, 2026 16:48
And, in a patch, I've differentiated loading/unloading with new inv images and formspecs. I'm probably the only person who finds ambiguous loading/unloading confusing, but it's clearer now in any case.

...pics...

I've added them to my gitea along with other quality of life patches I've made.
https://gitea.your-land.de/Slightly/adv ... atches.git
That's a good line of thinking. It's better than the current state where the formspec doesn't even tell you which kind you have open. Two notes: The inventory doesn't have to be a chest, though that's most common. If I were illustrating it, I would even draw another arrow underneath the track as well, since that's the place the inventory gets connected from.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

Blockhead wrote:
Thu Jan 08, 2026 08:54
Slightly wrote:
Tue Jan 06, 2026 16:48
REAL QUESTION
Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track?
Can you point to the code you're reading that is telling you this?
I don't mean code. I mean the actual texture files themselves, both in advtrains/textures and in advtrains_train_track/textures. I noticed it when I edited textures and found they still loaded from elsewhere.
Blockhead wrote:
Thu Jan 08, 2026 08:54
That's a good line of thinking. It's better than the current state where the formspec doesn't even tell you which kind you have open. Two notes: The inventory doesn't have to be a chest, though that's most common. If I were illustrating it, I would even draw another arrow underneath the track as well, since that's the place the inventory gets connected from.
These are just my choice for inv pics for the loading tracks that fit my train style. The differentiation I've added would work with different ones.

NEW QUESTION:
I've added a new whistle/horn sound for testing and completed the pattern UI, but I can't decide if I should fork horntracks, just make one for myself, or patch it. Suggestions?

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

Slightly wrote:
Thu Jan 08, 2026 16:15
I don't mean code. I mean the actual texture files themselves, both in advtrains/textures and in advtrains_train_track/textures. I noticed it when I edited textures and found they still loaded from elsewhere.
Huh, I never noticed that before. You're right, dtrack and track (the really old 45° system) texture files are duplicated between those two mods. This means even if you don't use the built-in tracks, you still have their textures, e.g. for someone playing with just Linetrack. I suspect either this was missed, or a decision was made that those textures are important enough that something might assume they're in there if the core advtrains mod is loaded. I was wondering if something like Freight Train's track wagon might do that with the texture, but no, that one uses its own texture.
Slightly wrote:
Thu Jan 08, 2026 16:15
NEW QUESTION:
I've added a new whistle/horn sound for testing and completed the pattern UI, but I can't decide if I should fork horntracks, just make one for myself, or patch it. Suggestions?
#1 consider sending changes upstream, #2 consider a patch mod
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by orwell » Post

Hi all,

sorry for the unrelated post, but:
The advtrains wiki has been updated. Please report here if you encounter any issues. Thanks!

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

I'm working on making some of the formspecs more beginner/kid friendly for casual users (non-railfans). But for some things I'm not sure what the purpose is even after looking at code. What is the "link" here in the newer interlocking?
Screenshot 2026-01-12 103403.png
Screenshot 2026-01-12 103403.png (26.3 KiB) Viewed 76 times
Also, what exactly is "smart" route doing? I get it's automatic in some way but I'd like to know what it's doing so I know if I want to choose that or just walk the route, which is much easier to understand.
Screenshot 2026-01-12 092742.png
Screenshot 2026-01-12 092742.png (116.09 KiB) Viewed 76 times

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by yw05 » Post

Slightly wrote:
Mon Jan 12, 2026 17:45
I'm working on making some of the formspecs more beginner/kid friendly for casual users (non-railfans). But for some things I'm not sure what the purpose is even after looking at code. What is the "link" here in the newer interlocking?
This effectively provides the feature of merging TCB sections (which is no longer directly possible.

Consider the setup shown below: (we will consider north being up for the sake of orientation even though this is not the case in the map)
screenshot_20260112_211426.png
screenshot_20260112_211426.png (335.17 KiB) Viewed 65 times
To link the two sections:
  • Create the sections to be linked.
  • Cick the "+" button for one of the TCB sides. (As an example: SW/A for the A side of the TCB on the south-west edge)
  • The "No link" label is replaced by a button showing the TCB side that was previously clicked.
  • Click on the button in a TCB side belonging to the other section. (In the example: NW/A or SE/B)
This then turns the tracks delimited by NW/A, NE/B, SE/B, and SW/A into one single section. Only one route through the section can be set:
screenshot_20260112_211434.png
screenshot_20260112_211434.png (213.19 KiB) Viewed 65 times
(Note that, within the newly merged section, the link is only shown for the two TCB sides that are linked.)
Also, what exactly is "smart" route doing? I get it's automatic in some way but I'd like to know what it's doing so I know if I want to choose that or just walk the route, which is much easier to understand.
It looks like a breadth-first search algorithm to me.

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Slightly
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

yw05 wrote:
Mon Jan 12, 2026 20:37

This effectively provides the feature of merging TCB sections (which is no longer directly possible.
Thanks for the help. I really appreciate it. I've looked at the new interlocking for days, but this is the kind of thing that makes me want a simpler version of all this, because even now I don't quite get it. I thought maybe it had something to do with distance signaling.

It's possible I just don't know what merging and linking really means in this context.
Here is what I see: I set out the same type of simple crossing with 4 tcbs. (Usually they will all have the same side A or B facing the center crossing once they are assigned - not sure it matters). But when I click Create a section on the side facing the crossing for one of them, all the tcb positions show on the menu as included in that section. So what is the difference with linking from this?

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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by yw05 » Post

Slightly wrote:
Mon Jan 12, 2026 21:13
But when I click Create a section on the side facing the crossing for one of them, all the tcb positions show on the menu as included in that section. So what is the difference with linking from this?
This depends on the way the intersection is built. If it is built with a crossing track, then the tracks around the intersection are all included into one section if one is created. However, if the intersection is created without the crossing track (e.g. using diagonal tracks, see attachment), the intersecting tracks are created as two different sections.
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