The Voxel Tycoon pre-signal will be red if the train's next signal is also red, keeping the train out of the intersection. 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. 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. Nevermind the third train in the depot that is meant for yet another platform not moving at all until the deadlock is manually resolved.Pre-signal keeping an intersection clear. ![]() When the train that is returning from the right platform tries to pull in, both trains lock up facing each other. Trouble starts when the second train then pulls out of the depot and also into the first platform instead of the correct platform and starts filling up. This results in a deadlock because the first train will pull into the first available platform, fill up, and go on it's way. They'd fill into the first available platform and not go to the correct platform that will take them to the correct destination. Now, owing to the shared depot, with only path signals, the trains behave very strangely, as if their AI/pathfinding is broken. To turn around, the train is expected to go the other station, go into another depot at the end of the line, and turn there. ![]() Each platform only goes to one other platform on another station. On stations with multiple platforms, the station has a shared depot on it's end. ![]() Block signals factors a lot into a playstyle I'm developing.
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