Comparison with other rail games
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(Comparison with other rail games) |
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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.
==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==
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