Voxel Tycoon Wiki
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Trains can pass an initial pre-signal, only to be blocked at another pre-signal by another train. 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. 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.
 
Trains can pass an initial pre-signal, only to be blocked at another pre-signal by another train. 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. 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.
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==Comparison with other games==
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=== Factorio ===
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Voxel Tycoon signals are substantially the same as the signals in Factorio, with the obvious exception that you cannot use circuit networks to program them. It is unlikely that you did that in Factorio in the first place, however, as that is uncommon.
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=== OpenTTD ===
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Voxel Tycoon signals have a "pre-signal" like OpenTTD, but it works a little differently in intersections with multiple exits. The Voxel Tycoon pre-signal will be red if the train's next signal is also red, keeping the train out of the intersection. An OpenTTD pre-signal (any signal marked with a yellow bar) has no concept of the "next" signal or where the train is going at all; it will be green if *any* of the *explicitly marked* exit signals are green (exit signals have a vertical white bar for a plain exit, or a vertical yellow for an exit signal that is also a pre-signal). This is not usually used for intersection control, but rather it is used to make trains hold short of an intersection where the train might choose among multiple paths; a typical use case is for entering a station with multiple platforms. Rather than block the entry while waiting for a particular platform, the train will wait at the pre-signal and choose the first platform that becomes available.
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OpenTTD also supports path signals, so trains may reserve only the portion of the block they intend to use. These are not available in Voxel Tycoon.
   
 
==See also==
 
==See also==

Revision as of 14:17, 15 June 2021

Signal.png
Signal
Semaphore.png

Semaphore

$1,250 $650
Pre-Signal.png
Pre-Signal
Pre-Semaphore.png

Pre-Semaphore

$1,750 $1,150

Signals are used to keep multiple trains on the same rail network from colliding. In Voxel Tycoon there are two signal types, the regular signal (also called block signal, normal signal, or just signal) and pre-signal (also called chain signal). Both signal types separate the track into blocks, in which only one train is allowed at a time, except when trains ignoring signals or construction causes multiple trains to be in the same block.

Trains can only pass signals if there is a signal facing them. Placing a signal on one side of the track will make the track one-way. Placing signals on both sides will make it two-way.

Regular Signal

Basic usage of a regular signal

A train will pass a regular signal if the block after the signal is free.

Pre-Signal

Basic usage of a pre-signal.

Pre-signal keeping an intersection clear. The bottom train will be able to pass through the intersection with the help of the pre-signal on the right track.

A 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. This is usually used for keeping intersections free and distributing trains among platforms.

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. If a train does not need to pass completely through a sequence of pre-signals (i.e. 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.

Trains can pass an initial pre-signal, only to be blocked at another pre-signal by another train. 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. 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.

Comparison with other games

Factorio

Voxel Tycoon signals are substantially the same as the signals in Factorio, with the obvious exception that you cannot use circuit networks to program them. It is unlikely that you did that in Factorio in the first place, however, as that is uncommon.

OpenTTD

Voxel Tycoon signals have a "pre-signal" like OpenTTD, but it works a little differently in intersections with multiple exits. The Voxel Tycoon pre-signal will be red if the train's next signal is also red, keeping the train out of the intersection. An OpenTTD pre-signal (any signal marked with a yellow bar) has no concept of the "next" signal or where the train is going at all; it will be green if *any* of the *explicitly marked* exit signals are green (exit signals have a vertical white bar for a plain exit, or a vertical yellow for an exit signal that is also a pre-signal). This is not usually used for intersection control, but rather it is used to make trains hold short of an intersection where the train might choose among multiple paths; a typical use case is for entering a station with multiple platforms. Rather than block the entry while waiting for a particular platform, the train will wait at the pre-signal and choose the first platform that becomes available.

OpenTTD also supports path signals, so trains may reserve only the portion of the block they intend to use. These are not available in Voxel Tycoon.

See also