![]() I was talking purely from "is this how actual trains work" point of view. Originally posted by Fel:I don't think it is "wrong", it would definitely be easier on the players to have those signals that do everything on their own but there is always a cost and in this case it would be the CPU footprint. ![]() I'm pretty sure some more Devs have played OpenTTD before. V453000 was/is one of the most creative peeps when it comes to making NewGRFs for OpenTTD (he's not alone) and I am glad to see he landed a job making graphics here (Curse you Wube for snatching him up so he has less time to do stuffs for free). ![]() On a sidenote: I do believe they took quite a bit of inspiration from OpenTTD when it comes to trains and supply chains. I was already combining both signalling systems in OpenTTD anyways without much of an issue (not recommended for beginners). the signalling system is a bit simpler in Factorio but I can not think of anything I could do there that I can not do here or vice versa. ![]() The normal signals work like PBS signals and the chain signals work like entry/exit pre-/combo-signals all rolled into one. bar Cities skylines maybe where trains are utterly broken and useless (as well as any means of transport vehicles).įactorio combines the best of both OpenTTD's signaling options. I think you mean that the pathfinding between block signals and path signals works a bit differently but trains occupy blocks as much as they do in any other game that features trains. Originally posted by trekker:I was somewhat surprised that the team behind this game didn't take insipiration from OpenTTD, where trains occupy paths instead of blocksSay wut? I have to admit that I barely used path signals in openTTD because I was already way too used to the block signals when they introduced it so maybe there is a bias from my part because of that as well. I don't think it is "wrong", it would definitely be easier on the players to have those signals that do everything on their own but there is always a cost and in this case it would be the CPU footprint.Ĭonsidering that they spend quite a lot of time optimizing things to keep the game running as well as possible even when the base becomes massive it would make sense if they specifically picked the "block" approach for signals instead of the "path". The slides and the suggestion to add periodic signals to the rails from Fel's post above should be sufficient for that. That said, trains are worth the effort, you just need to learn how the game works with them. I was somewhat surprised that the team behind this game didn't take insipiration from OpenTTD, where trains occupy paths instead of blocks (although after seeing some railway monstrosities people created in this game, I find it more understandable) For example: the red and white train at the top of the intersection should be both able to move downwards at the same time, with no need to add more signals inside the intersection. If the train encounters a red signal, it does not recalculate its path, it will simply wait for the signal to turn green.Originally posted by trekker:Factorio does trains wrong, as does every other game I've seen (that includes trains) in some way or another. In Factorio, trains generate a full path from one station to the next station, as if all of the signals along the way are green. In OpenTTD, trains will only path to the next signal, and upon reaching that signal, will attempt to generate another path to get closer to the destination. Path Signals have no equivalent (yet) in Factorio, as the train pathing logic is fundamentally different. The regular Rail Signal which breaks the chain thus functions as an Exit Signal. If you have a "chain" (heh) of Chain Signals, the first one will act as an Entry Signal, while all following Chain Signals will act as Combo Signals. If you are using Chain Signals, each Chain Signal functions like an Entry Signal, with the next signal down the line functioning like an Exit Signal. If you are only using Rail Signals, they are functionally identical to Block Signals. If we wanted to compare Factorio signals to OpenTTD signals, it'd look something like this.
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