Please note that you may add any number of intermediary stations in the train schedule for instance: Refuel then Iron then Furnacewhere Iron is the Dispatcher stations that will send your trains to one of your mining station depending on available resources.ĭispatchers may by chained Dispatch dispatcher that sends to Dispatch. The Dispatcher will wait for the next valid signal. If the Dispatcher receives a signal, but there is no corresponding station, nothing will happen. When a Dispatcher receives a dispatch signal new virtual signal added by this mod, available in the Signals taband there is a train awaiting at the station, the train schedule will be restored, and a new station will be added right after the Dispatcher.įor instance, if the Dispatcher station is named Iron and a dispatch signal with value 1 is received, the train schedule is modified to add the station named Iron.
#FACTORIO TRAIN SIGNALS MANUAL#
Note that if the train is then set to Manual by a player, its original schedule will be restored. When a train arrives at a Dispatcher, its schedule is saved and reset, so that the train will wait at the station, until a dispatch signal is received by the Dispatcher via a green or red wire. For instance, if the Dispatcher station is named Iron and a dispatch signal with value 1 is received, the train is sent to the station named Iron. If you want, you can place more rail signals on the right side of the top left track so multiple trans can wait in line to leave, but that's just aesthetics.When a dispatch virtual signal is received by the Dispatcher, the awaiting train is sent to the corresponding station. Putting all of this together, we get a functioning track where trains should not crash: When coming back (from the left), the chain signal indicates if the (dark yellow) path is clear The same principle is used for other tracks, for example (see 2):Ī train coming from the right can only go down. When the train is coming from top/right, the chain signal indicates whether the (dark yellow) block is empty. When the train is coming from the left, the chain signal indicates which of the tracks is empty (dark and light blue block). Because trains need to be able to pass both ways, these tracks need signals on both sides. Lets start with the top right corner - the two-way tracks. If one of the tracks is not empty, the chain signal becomes blue, signaling the train that only one of the train tracks is empty. Dark yellow represents the block that the signal creates.Ĭhain signals work the same way, except they inherit the status of the next signal. When a train enters that block, the signal displays 'red' and other trains can't enter that block.īecause there is a train after the signal, it becomes red. Your design is perfect so trains can't get stuck (a common thing with two-way tracks)Įvery train signal defines a "block". If you want a track to be one-way, you must place a signal only on the right side of the track.When a track splits, you need to have a rail chain signal that "predicts" which of the next tracks is empty.When building rail signaling, here are a few things to keep in mind: I'm going to assume the following:Īll tracks except for the top right ones are one-way. When making signals you need to know whether you want tracks to be one or two-way. Train signals are a little bit weird at first, but when you understand them it makes so much sense.