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Rail signal: Difference between revisions

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{{Languages}}
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{{Machinery
{{:Infobox:Rail signal}}
|health      =80
|stackupto    =50
|input        =time, 0.5 + electronic circuit + iron plate, 5
|raw          =time, 1.8 + iron plate, 6 + copper plate, 1.5
|technologies =rail signals
|producers    =manual + assembling machine 1 + assembling machine 2 + assembling machine 3
}}


'''Rail signals''' are used for automated transportation on a [[railway network]]. With rail signals it is possible to use multiple trains on a single track.
The '''rail signal''' divides rails into ''blocks'' and allows [[locomotive]]s to react to other locomotives allowing multiple trains use the same rails without colliding. Blocks span all connected rails regardless if a train can actually travel between them. Rail signals can also be used in with conjunction [[rail chain signal]]s, which also separate rails into blocks. In addition to the explanation on this page, there is also the [[Tutorial:Train_signals|rail signal tutorial]].  


== Usage ==
[[File:Rail_blocks.png|thumb|Signals dividing rails into blocks. Each block is highlighted with a different color.]]


[[File:Rail blocks.jpg|thumb|300px|A south-bound train line branching off in three directions. Each [[rail signal]] (highlighted red) divides the track into a new block (various colors).]]
== Direction ==
* Place a [[Rail signal]] at the '''right side''' of a segment.
Which block a signal monitors depends on which side of a rail it is placed. When a signal is on the right-hand side of the track, it monitors and protects the rail block behind it, up to the next signal or the end of the track. When placing rail signals, the rail signal blocks will be visible, and the opposite signal position will be highlighted in white. A train in automatic mode will not drive on a track if it would pass a signal on the left side unless there is also a signal on the right side at that signal.
* Imagine this signal as a "cut" into the rails which splits the segments before and after this signal in two "blocks".
* If a train stands in any part of a block, the signal '''before''' this block is red.
* No other element can do this cut, which means, that all switches, crossings and so on are part of this block.


'''Pictures say more than thousands words: [http://imgur.com/a/zG13U#0 A guide on how to place signals].
== States ==
[[File:railsignal_anim.png]]


== The model railway understanding ==
Rail signals have four states:
* '''<span style="color:#55FF55">Green</span>''' - The monitored block is empty.
* '''<span style="color:#FFFF55">Yellow</span>''' - A train is not able to stop before the monitored block and will pass the signal. The [[debug mode|debug option]] <code>show-train-braking-distance</code> can be used to see the distance locomotives need to stop. A yellow signal means that a train is approaching and already has the approval to enter the following block. The block is reserved for a train and all other entrance signals of that block turn red.
* '''<span style="color:#ee7777">Red</span>''' - The monitored block is not empty or another signal monitoring it is yellow.
* '''<span class="rail-signal-blink">Blinking</span>''' - The signal is not on a rail, or the monitored block is also the block before the signal.


Imagine that block signals works like in a '''model railway'''. The basics of this principle is as follows:
When a signal is red, locomotives will stop before it. A rail chain signal can be used to make locomotives stop earlier, as they will always mimic the signal of what is in front of them.


* The rails (left and right) can conduct electrical current (they are made out of steel).
== Circuit network ==
* The train connects the left and right rail of a railway and works so as a conductor between the left and right rail.
[[File:Rail_signal_circuit_network_gui.png|thumb|The interface for configuring a circuit network connection for a rail signal.]]
* The signal puts a small current into one rail.
A circuit network condition can be configured that when true will make the rail signal red.
* If the train stands on the rail this voltage is also on the other rail. There is a connection between left and right rail.
* Can also be imagined that a small amount of electricity flows.
* The signal knows then: "Train on my block" and the signal goes '''red'''.


Now again to the definition of a block and segment:
A rail signal can also output three different signals depending on if it is in its green, yellow or red state. If a rail signal is red because of a circuit network condition the rail signal won't output a circuit network signal.


* Segment: a single path of continuous track, a track between intersections or switches. You can see the number of the current segment when hovering the segment.
== History ==
* Block: a set of segments (or one segment). Every connected segment belongs to one block, no matter if a train can drive on it or not, and no matter, if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section.


Going back to the model railway example, this means:
{{history|0.13.0|
 
* The rail signal is now connectable to the circuit network.
* Every signal makes a "cut" into the rails.
* Halved the mining time of the rail signal.
* This cut splits one segment into two.
* Rail signal stop placement indicator added.
* And this stops also the electricity from flowing from block to block. In other words: '''Only segments inside a block are "connected"'''. The electricity can flow into every segment of the block, but not in any other segment/block.
}}
* This is also true, '''even if the train could not reach this segment, because it is in the wrong direction!'''
 
In other words: If there is no signal, then the segments are connected. Only signals split that connection!
 
== Other mechanics ==
 
=== Yellow lamp ===


The signal looks into it's forward direction (the next block). If there is a connection (a train on it!) then it switches to red.
{{history|0.11.4|
* Rail signal that fails to divide two sections of rail will blink multiple colors.}}


This is how it switches to yellow:
{{history|0.9.0|
* The train needs some distance to stop. You can see this distance by going into the [[Debug mode]] and turn on "show_train_stop_point". You see: With increasing speed, this distance gets longer.
* Players no longer collide with the rail signal.}}
** All signals in the direction of the train path within this distance are switches to yellow (first come, first serve)
** Yellow signals "connect" the two sides of the track, exactly like, if there is a train on it.
** That switches all other '''incoming signals''' into that block to red...


=== Pass-by stations ===
{{history|0.5.0|
* Players can now see a visualization of the protected rail area when building/selecting the signal.}}


* To enable more traffic on a long single-track, you need to create pass-by stations: Split the one-way track into a two-way track for the minimum length of the longest train. One way signals route the trains on one track per direction. For each track one-way-signals must be placed at the begin and end of each of the two pass-by-tracks.
{{history|0.4.1|
* If you have enough pass-by-stations, you can connect them and have a two-way-track.
* Rail signals connect to more than one rail when connected to a junction.}}
* Don't forget to leave a space of one track (~2 tiles) between parallel tracks. This will allow merging the tracks together if necessary.  


=== Circuit control ===
{{history|0.4.0|
* Introduced}}


The [[circuit network]] can be used to control switches, by disabling and enabling them. Trains will not pass through a disabled signal.
== See also ==
 
==See also==
* [[Rail chain signal]]
* [[Rail chain signal]]
* [[Railway network]]
* [[Railway]]
* [[Train]]
* [[Tutorial:Train signals]]
 
=== External info ===
 
Some other games and real life have similar train mechanics to factorio, studying these may help when understanding trains.
 
* You can refer directly to the [http://wiki.openttd.org/Signals#Block_signals Block Signals in OpenTTD].
* A [https://forums.factorio.com/viewtopic.php?f=18&t=3811#p28310 good explanation] about what blocks are.
* And in [http://en.wikipedia.org/wiki/Railway_signalling#Block_signalling Wikipedia].


[[Category:Items]]
{{LogisticsNav}}
[[Category:Railway network]]
{{C|Railway}}

Latest revision as of 15:19, 19 March 2021

Rail signal.png
Rail signal

Rail signal entity anim.gif

Recipe

Time.png
0.5
+
Electronic circuit.png
1
+
Iron plate.png
5
Rail signal.png
1

Total raw

Time.png
1.75
+
Copper plate.png
1.5
+
Iron plate.png
6

Map color

Health

Quality normal.png 100
Quality uncommon.png 130 Quality rare.png 160
Quality epic.png 190 Quality legendary.png 250

Stack size

50

Rocket capacity

50 (1 stack)

Mining time

0.1

Prototype type

rail-signal

Internal name

rail-signal

Required technologies

Automated rail transportation (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

The rail signal divides rails into blocks and allows locomotives to react to other locomotives allowing multiple trains use the same rails without colliding. Blocks span all connected rails regardless if a train can actually travel between them. Rail signals can also be used in with conjunction rail chain signals, which also separate rails into blocks. In addition to the explanation on this page, there is also the rail signal tutorial.

Signals dividing rails into blocks. Each block is highlighted with a different color.

Direction

Which block a signal monitors depends on which side of a rail it is placed. When a signal is on the right-hand side of the track, it monitors and protects the rail block behind it, up to the next signal or the end of the track. When placing rail signals, the rail signal blocks will be visible, and the opposite signal position will be highlighted in white. A train in automatic mode will not drive on a track if it would pass a signal on the left side unless there is also a signal on the right side at that signal.

States

Railsignal anim.png

Rail signals have four states:

  • Green - The monitored block is empty.
  • Yellow - A train is not able to stop before the monitored block and will pass the signal. The debug option show-train-braking-distance can be used to see the distance locomotives need to stop. A yellow signal means that a train is approaching and already has the approval to enter the following block. The block is reserved for a train and all other entrance signals of that block turn red.
  • Red - The monitored block is not empty or another signal monitoring it is yellow.
  • Blinking - The signal is not on a rail, or the monitored block is also the block before the signal.

When a signal is red, locomotives will stop before it. A rail chain signal can be used to make locomotives stop earlier, as they will always mimic the signal of what is in front of them.

Circuit network

The interface for configuring a circuit network connection for a rail signal.

A circuit network condition can be configured that when true will make the rail signal red.

A rail signal can also output three different signals depending on if it is in its green, yellow or red state. If a rail signal is red because of a circuit network condition the rail signal won't output a circuit network signal.

History

  • 0.13.0:
    • The rail signal is now connectable to the circuit network.
    • Halved the mining time of the rail signal.
    • Rail signal stop placement indicator added.
  • 0.11.4:
    • Rail signal that fails to divide two sections of rail will blink multiple colors.
  • 0.9.0:
    • Players no longer collide with the rail signal.
  • 0.5.0:
    • Players can now see a visualization of the protected rail area when building/selecting the signal.
  • 0.4.1:
    • Rail signals connect to more than one rail when connected to a junction.

See also