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. 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. The chain and block signals in Voxel Tycoon are almost exactly the same as the chain and rail signals in Factorio. In particular, the way two-way tracks are designated is exactly the same. 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 Voxel Tycoon, momentum takes second priority trains will stop immediately if the block they were approaching gets taken. 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. 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. This creates a sort of dependency tree, where first entered trains may have to wait for later trains to exit the intersection before continuing. 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. In fact, adding a station inside a chain sequence will turn the chain signals from red to blue. 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. 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.
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