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Rail signal: Difference between revisions

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* [[Railway]]
* [[Railway]]
* [[Tutorial:Train signals]]
* [[Tutorial:Train signals]]
== External Links ==
* The official Factorio Train Automation Tutorial can be found here:  http://www.factorioguide.com/factorio-users-guide-updates/written-guides/


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

Revision as of 22:22, 11 May 2020

Rail signal.png
Rail signal

Rail signal entity.png

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

Recipe

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

Total raw

Time.png
3
+
Copper plate.png
4
+
Iron plate.png
7

Map color

Health

100

Stack size

50

Mining time

0.1

Prototype type

rail-signal

Internal name

rail-signal

Required technologies

Rail signals (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.

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_stop_point can be used to see the distance locomotives need to stop.
  • Red - 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, 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, 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.

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

External Links