


Voxel Tycoon signals have a "pre-signal" like OpenTTD, but it works a little differently in intersections with multiple exits.

VT does not have this special case, and trains will not pass a red chain signal even if they do not need a path through an occupied block. In fact, adding a station inside a chain sequence will turn the chain signals from red to blue. However, since trains will stop at the next signal if any part of their path becomes occupied, and new trains will only enter when their path is completely free, this behavior does not cause gridlock.įactorio trains will conclude their pathfinding at a station, and will pass chain signals with no real exit if the station is within the chain sequence. This creates a sort of dependency tree, where first entered trains may have to wait for later trains to exit the intersection before continuing. Voxel Tycoon trains, on the other hand, can and will enter blocks that other trains may have already looked at when deciding whether to pass a chain signal. In addition, trains in Factorio also reserve all chain blocks they plan to traverse through in a sequence of chain blocks, up to and including the next normal block. In Voxel Tycoon, momentum takes second priority trains will stop immediately if the block they were approaching gets taken. In Factorio, trains reserve blocks ahead of them so that if their momentum carries them into another block, that block is guaranteed to be free. In particular, the way two-way tracks are designated is exactly the same. The chain and block signals in Voxel Tycoon are almost exactly the same as the chain and rail signals in Factorio. This way, the pre-signal grouping cannot be blocked forever as long as there is enough space after the exiting regular signals to fit each train.Ĭomparison with other games Factorio If this train needed to pass a pre-signal to enter the offending block, then it must be able to leave the block, thus freeing the original train. Trains can pass an initial pre-signal, only to be blocked at another pre-signal by another train. when it wants to go to a station in the middle), but there is no eventual exit after the train's path, the train will not go through. If a train does not need to pass completely through a sequence of pre-signals (i.e. The pre-signal will be green if all possible paths are free, yellow if there is at least one blocked and at least one open, and red if all paths are blocked.
Factorio rail signal tutorial free#
This is usually used for keeping intersections free and distributing trains among platforms. The bottom train will be able to pass through the intersection with the help of the pre-signal on the right track.Ī train will pass a pre-signal if every block in the train's desired path up to and including the next regular signal is free. Once you are used to signals, this is the best method to handle trains in the majority of cases and it allows you to fit a pretty ridiculous amount of trains through those rails to sustain a large throughput towards your factory.Pre-signal keeping an intersection clear. This guide should help you with that when you decide to switch: This is assuming that you will only use one train per line, if you want to start to use more trains without having to lay a new line every time, your best bet will be to go for a set of 2 1-way rails instead with proper junctions and signals. You just need to do that 6 times (on both sides of the intersection for each rail) for a total of 12 chain signals. The square on the opposite side of the rail will turn white instead, allowing you to put another signal there and restore the rail as a 2-ways portion. Once you put a signal, you will notice that the green squares showing you where you can put signals vanish on the other side, telling you that the rail is now only allowing trains in one direction.

If you are going to only have one train per set of rails, you can get away with putting a pair of chain signals on both entrances of each rails. You are using 2-ways rails (rails that allow trains to come from either directions), which is the trickiest to properly use signals on.
