Satisfactory

Satisfactory

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Railroad Blocks And Routing
First, an explanation of the setup:
It starts off with two stations named “Frank” and “Zappa” with a single rail line connecting the two. After leaving the stations, the rail circles around back onto itself. This allows the train to turn around before heading off to the next stop, thereby letting me use just a single locomotive. I set up the timetable and test and it works great.

Now I find myself needing my own personal locomotive, but I don’t want to build a second track and I don’t want to stop and disassemble/reassemble my loco every time I come across the AI train, so I add a small segment of track siding at around the midpoint of the line (and add two stations for my own personal…enjoyment, one inbound and one outbound). Works good so far, but now I want to make it even more involved.

Now I want to divide the line into six blocks: Frank station, northern & southern, midpoints a & b and Zappa station. We will say that midpoint b is the section with the two stations. If I meet the AI at the midpoint (let’s say we both occupied the northern and southern blocks while headed toward each other), I want it to always stop within midpoint A while I take midpoint B. If I’m sitting on the track after Frank or Zappa but before the rail merges with the mainline, I want the AI to not care and keep moving (because I’m technically not in its way).

I don’t have signals unlocked quite yet, but they’re next on my to-do list once I get computer production online (even if temporarily). With that said, I think I know where to place the signals (I think). I’ll draw up a concept sketch later to show what’s in my head, but one of my questions is if I can force the AI to take the specific routing that bypasses midpoints a and b. My second question is more about confirming my signal placement (where do they go).
Originally posted by Vectorspace:
Yes it is normal that path signals are red by default. They only turn green when an automated train allocates a route through the block.

Sounds like you resolved your issue, but for reference, here are screenshots I did for a different post showing how to do exactly what you needed: https://photos.google.com/share/AF1QipPqrghK19SnMix74JdWUT-HKtv9szZD-n7thlzP-OuSrSQo8smh2d9o39Yw3sS4pw?key=ODVmX1ZabE5vLXZucUdjcFFGYjZmRkVoRVVHM2t3

I always recommend a dual track system though, makes signalling so much easier.
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Showing 1-11 of 11 comments
Captain Oveur Sep 24, 2024 @ 3:31pm 
Here’s a link to the image I drew:
https://imgur.com/a/GBcB3Pv

The blocky-looking things are the stations and the arrows are the signals (points in the direction of the lights)

[EDIT]
Thinking about it, I should place the one set of signals *after* the stations, that way Frank is considered as part of the southern block and the short section of track afterwards is considered as a separate “waiting zone” (same would be true at the other end of the track). As drawn, it would create an issue where the entire station would be considered occupied even if [a] train was sitting in the short section beyond the station. Not a problem if I’m the one approaching, but the AI might freak out.
Last edited by Captain Oveur; Sep 24, 2024 @ 4:36pm
Bedna Sep 24, 2024 @ 9:57pm 
Without having to analyze it too much. Place as many block signals you want. A block signal means no 2 trains can occupy the same block, so if one train is already there, the signals creating that block will turn red and make all other trains stop.

Then we have the path signal witch is a whole other beast to tackle and understand.
But as for block signals, you can spam them on the entire track at every single location tracks connect to each-other. (at each segment of track)
I have seen youtubes where the creator claims this is the correct way to do thing, but I have never done it, I just use signals in intersections and such to make my trains not crash with eachother.
Last edited by Bedna; Sep 24, 2024 @ 10:01pm
FullMe7alJacke7 Sep 24, 2024 @ 10:00pm 
Make a dual way track (1 lane each direction) Then use roundabouts for intersections to join them up at the stations. Point the stations so they are extensible at each factory.
Use path signals for intersections and block signals everywhere else.
Djozar Sep 24, 2024 @ 10:06pm 
Use the BP creator to make railway support structures and bridges. Helps maintain some uniformity to an aesthetic if you're going for that, plus keeps things constant. From there it's just adjusting heights and managing merges/intersections (I prefer one over, one under, but if you like to dance close to the fire...) . It's also one of the last things I do as it takes me the most time to put together.
Bedna Sep 24, 2024 @ 10:08pm 
Roundabouts? Ok.... If you want 20 trains on the track and multiple trains per station, sure, but if you only use one train per route (per station), there is absolutely no need.
What you need to learn in that situation is path signals.
I do exactly that, I have 4 stations at my mega factory, 4 trains going off to 2-3 different stations each collecting things. They use ONE track in both directions (engines in both ends) and I only use a tiny amount of path and block signals for it all to work. (just make sure you build so your train does not turn around so the freight cars end up in the wrong position xD)

Once you understand the path signals they are super usefull, but will be frustrating af until you completely understand them.
Think of them (path signals) like this: They create and reserve a path from the start point (the closest path signal) and through ALL path signals on the way (until the last it will pass), NOT just to the next one like block signals.
So if a train is leaving the station, and there already is a train on the single track making the complete route blocked, the first path signal will be red until the train has passed and cleared up the entire path, THEN it reserves it and makes all other path signals red. :)

Path signal into the intersection, block signal out.
Last edited by Bedna; Sep 24, 2024 @ 10:20pm
Captain Oveur Sep 25, 2024 @ 1:42am 
Okay, so, I made a test bed in creative that mimics my main save. There is a station at either end with loops to reverse the direction of the train. I have two stations somewhere in the middle so the train stops as it passes in each direction and a rail that bypasses them. The main difference between my main save and the test save is that in the main save, the train does not stop at the middle stations.

So, I tried the path signal at the loop ends, but it complained that the path, well, looped. Since the loop should travel in one direction only anyway, I managed to make block signals work. Then I went to try the actual station and bypass.

By the end of it...let me explain using the letter Y.

Path signal facing trains coming in from the bottom and a block signal leaving towards the bottom. Immediately after the split going up-left and up-right is another block signal facing towards the train and path signals facing away from the train.

Basically, as a train comes in, it first passes a path signal. Then it passes a block signal after it goes through the split. One path leads it through a station and the other does not. Once through (or around) the station, it hits another path signal, merges with the other path and hits another block signal before leaving.

Well...all of the block signals seem to be working exactly as expected, but the path signals seem to change only when the AI is approaching. I recorded a small video to show what I mean. I go around and look at all the signal types at the beginning and then show the track layout, how the signals behave for me and how they behave for the AI. I'll come back and post a link when it finishes uploading.

[EDIT]
uploaded to the wrong channel, but whatever lol
https://youtu.be/O_3mbSV1tqE
Last edited by Captain Oveur; Sep 25, 2024 @ 2:00am
The author of this thread has indicated that this post answers the original topic.
Vectorspace Sep 25, 2024 @ 2:56am 
Yes it is normal that path signals are red by default. They only turn green when an automated train allocates a route through the block.

Sounds like you resolved your issue, but for reference, here are screenshots I did for a different post showing how to do exactly what you needed: https://photos.google.com/share/AF1QipPqrghK19SnMix74JdWUT-HKtv9szZD-n7thlzP-OuSrSQo8smh2d9o39Yw3sS4pw?key=ODVmX1ZabE5vLXZucUdjcFFGYjZmRkVoRVVHM2t3

I always recommend a dual track system though, makes signalling so much easier.
Bedna Sep 25, 2024 @ 3:08am 
Originally posted by Vectorspace:
I always recommend a dual track system though, makes signalling so much easier.

I know, but to me it feels so satisfying when you get it set up and watch your trains start from your station, only to wait a while for another to pass into another "platform" (I see all the stations next to eachother as one big station in my mind), and then move etc.

I don't know what it is that is satisfactoring into the equation. xD

Originally posted by Captain Oveur:
[EDIT]
uploaded to the wrong channel, but whatever lol
https://youtu.be/O_3mbSV1tqE

I would add block signals at 0.50 in the video, same in next intersection at 1.10.
Because if you add more connections in the future, the same thing might happen again and confuse you, because you forgot you "did not need" the block signals there at that time, because you don't, but might in the future...
So just try to become used to "path signal in, block signal out", even if it is not actually needed at that moment.
Last edited by Bedna; Sep 25, 2024 @ 3:19am
Vectorspace Sep 25, 2024 @ 4:27am 
Originally posted by Bedna:
I don't know what it is that is satisfactoring into the equation. xD
You win all the internets today for that one!
Captain Oveur Sep 25, 2024 @ 12:06pm 
Originally posted by Vectorspace:
Yes it is normal that path signals are red by default. They only turn green when an automated train allocates a route through the block.
Hecc. I have mixed feelings about that. On one hand, that’s almost how it works irl (almost). On the other hand, in the actual setup it’s for, that section is at one end of a blind curve (I think the block signal might get hidden).

I always recommend a dual track system though, makes signalling so much easier.
One of the main issues with that is that in some stretches, I cannot physically fit two tracks beside each other. I think I’m producing enough concrete that I could build a bridge-like platform to fit one track overneath the other, but imo, it really isn’t worth it. The signals are more for me so that I can take a quick look to see if a section is clear of the AI before I merge onto the mainline. I mean, they’ll also help the AI in instances where it leaves Frank (pickup) while I’m leaving Zappa (base/drop off) and we meet at the midpoint.

I probably will need to use more trains later, but they’ll be sent to a very different part of the map, so I’ll build a whole new track. I’m not making a mega factory, so my resource needs are rather small. My current train transports only fuel (the main thing I need; for my generators), plastic, rubber and packaged heavy residue (for my upcoming explosive rebar factory). I can just use truck stations to connect the two if ever (and whenever) needed.
shoopy Sep 25, 2024 @ 12:39pm 
Your design should work. You can add passing sidings so that trains pass each other.

To avoid blocking and collisions, every two way single rail must be in it's own undivided block. If you have more than one block in a two way section then it is possible for two trains to enter it and meet in the middle and get stuck. To run two or more trains on a two way track you need to make a passing siding somewhere that splits into two one way tracks. It needs to be long enough to fit an entire train going both directions.

https://steamcommunity.com/sharedfiles/filedetails/?id=3337763499

I drive my personal train on what used to be a two way single rail with one passing siding. As long as you obey the signals, the oncoming AI train will wait for you to pass. I've since converted to mostly two rails but there are still a few single rail sections in the line. You don't need path signals for this, just block signals will work.
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Date Posted: Sep 24, 2024 @ 3:03pm
Posts: 11