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Rail signal: Difference between revisions

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{{Languages}}
{{Languages}}
{{:Infobox:Rail signal}}
{{:Infobox:Rail signal}}
 
The '''rail signal''' divides [[rail]]s 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 of whether 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]].  
The '''rail signal''' divides rails into ''blocks'' and allows [[diesel locomotive|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.


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


== Direction ==
== 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 the block in front of it. When placing rail signals the the opposite signal positions will be highlighted in white. If a signal doesn't have a signal opposite of it locomotives will only be allowed to travel in the direction that has a signal on the right-hand side.
Signals go on the right side of tracks and allow travel in that direction. An automatic train will not enter a block with signals only on the left side. Two signals directly opposite each other allow trains to travel in both directions through that point. The signal position directly opposite an existing signal is highlighted in white when the player has a rail signal in their hand.


== States ==
== States ==
[[File:railsignal_anim.png]]
Rail signals have four states:
Rail signals have four states:
* <span style="color:#00FF00">Green</span>
* '''<span style="color:#55FF55">Green</span>''' - The monitored block is empty.
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:#cd6600">Orange</span>
* '''<span style="color:#ee7777">Red</span>''' - The monitored block is not empty or another signal monitoring it is yellow.
A train is not able to stop before the monitored block and will pass the signal. The [[debug mode|debug option]] <code>show_train_stop_point</code> can be used to see the distance locomotives need to stop.
* '''<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.
* <span style="color:#cd0000">Red</span>
The monitored block is not empty or another signal monitoring it is orange.
* 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.
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 ==
== Circuit network ==
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A circuit network condition can be configured that when true will make the rail signal red.
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, orange 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.
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.
 
== Creating pass-by stations ==
Rail signals can be used to create pass-by stations. Pass-by stations can enable more traffic on a single, long rail and can be creating by splitting a single rail into two rails parallel to each other. One of the split rails should have rail signals at the beginning and end on the right-hand side going forward and the other should have rail signals at the beginning and end on the right-hand side going backward.


== History ==
== History ==
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* The rail signal is now connectable to the circuit network.
* The rail signal is now connectable to the circuit network.
* Halved the mining time of the rail signal.
* Halved the mining time of the rail signal.
* Rail signal stop placement indicator added.
* Train stop placement indicator added during rail signal placement.
}}
}}


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* [[Rail chain signal]]
* [[Rail chain signal]]
* [[Railway]]
* [[Railway]]
* [[Train]]
* [[Tutorial:Train signals]]
 
=== External links ===
* [http://imgur.com/a/zG13U#0 Tutorial image album on rail signals]
* [http://wiki.openttd.org/Signals#Block_signals Block signals in the game OpenTTD]
* [http://en.wikipedia.org/wiki/Railway_signalling#Block_signalling Block signals in real life]


{{LogisticsNav}}
{{LogisticsNav}}
{{C|Transport}}
{{C|Railway}}

Latest revision as of 17:44, 4 August 2026

Rail signal

Recipe

0.5
+
1
+
5
1

Total raw

1.75
+
1.5
+
6

Map color

Health

Normal quality 100
Uncommon 130 Rare 160
Epic 190 Legendary 250

Stack size

50

Rocket capacity

50 (1 stack)

Mining time

0.1

Prototype type

rail-signal

Internal name

rail-signal

Required technologies

Produced by

Object description

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 of whether 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

Signals go on the right side of tracks and allow travel in that direction. An automatic train will not enter a block with signals only on the left side. Two signals directly opposite each other allow trains to travel in both directions through that point. The signal position directly opposite an existing signal is highlighted in white when the player has a rail signal in their hand.

States

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.
    • Train stop placement indicator added during rail signal placement.
  • 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