
When more exits exist, the one relevant to the train path is taken into account. The definition: While normal signal prevents train from entering the occupied block, chain signal prevents train from entering the block also when the exit isn't free. The only role the signals have in the path finding is, that whenever would the train have to stop because of the red signal, it tries to recalculate its path. In Factorio, trains know exactly where to go, and signals are mainly just preventing them from crashing to each other or blocking each other. In TTD, the signals play very different role in the train pathfinding logic, as they often tell trains where to go. The chain signals have some similarities with the TTD pre signals, but as they actually work differently, we also decided to call them differently to avoid confusion. We already told that our plan for 0.12 contains the chain signals, but it's the time now to explain the details.
#FACTORIO RAIL SIGNAL CODE#
This leads me to different kind of comparisons: There are 2.7 lines of code per one buyer, 12.7 commits per day or 2.7 Youtube videos per one sprite, I could go like this for a while :) 1492 resolved bugs (only counting those reported on our forums).20 791 different sprites with 54 114 147 non empty pixels.204 917 lines of code, 546 339 words and 7 693 483 characters, this is equivalent to 15 average books.2012, so Factorio is in the development for 3 years and 11 days. The initial Factorio commit was done 31.3. Hello hello, 3 years of Factorio in numbers
