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If Train#1 passes a block - that block is locked out from Train #2 that's following until its cleared.
Pathing signals "Reserve" a path for a given train to prevent a subsequent train from taking said path - again - just like the description says.
So if Train #1 comes across a path signal - the route it chooses becomes "locked" and Train #2 is denied access until the path is freed up - don't confuse this with a block signal however.
You generally can do most things and get away with just block signals - path signals generally are only employed if your using switch rails/intersections.
Pretty straight forward.
If you have just a single rail loop - block signals every so often would be suggested - basically you place a block where you have enough space to let a train through and the one following park until the following block is clear.
If that makes sense.
As a rule of thumb a block should be the length of the train.
a Path signal literally reads the next signal down the line. ie putting a path signal before a junction means the train doesn't enter a junction unless it can pass all the way through it.
for a fully optimised track the block after a junction should always be larger than the length of the train, and try to plan your tracks not to have junctions closer than the length of the longest train. this will eliminate any gridlock.
side note you can place multiple path signals before a block signal.
This game doesn't do signalling amazing well, but its good enough to make complicated networks.
if you want a train to travel in both directions on a piece of rail the you need signals next to each other in both directions otherwise a train will never go through a signal in the wrong direction . alternatively watch a tutorial from another game with trains like factorio, voxel tycoon or sweet transit, they probably explain things better
If I'm at the end of the station do I point the arrow into or out of the station?
Arrow on the station is the direction of the train.
If it helps - the Sign hanging off the station is the nose of the train when it stops - basically.
====D
most of my signal related problem involve path signal....
sadly the game doe snot comunicate well when tehre is a problem with path signals... :(
an error, readable on the conclicted signal - of what ever reasing is causing an issue - would be so much better ...
Block Signal: "No."
Path Signal: "Brother, I am overdue."
Basically, you need block signals wherever track sections meet by default. Trains don't like to share if they don't have to on account of their tendency to knock each other over when they collide. Block signals help make sure only one train is in any give block of track at a time, preventing this problem.
At the entrance to intersections, you use a path signal instead. This allows a train to reserve just a path through the block instead of the whole block. If another train comes, and the path it wants doesn't intersect the first train's, it will enter the block as well since they won't get in each other's way. If its path does intersect, the second train will wait its turn.
For just a simple loop, block signals are plenty. Things will become more complicated if you add multiple platforms or expand the railroad in new directions, however.
The train that approaches you is still 60 seconds away, brother. It is no fault of mine that the tall skinny one places us down too sparingly. My own trains need to proceed now, brother!