![]() This is also why you don't want trains sitting around waiting for platforms for months on end whilst the previous trains are trying to full load. If you're after money long distance freight is your best bet, just remember payment rates diminish the longer it takes to get delivered as the rate is based on cargo delivered distance travelled (per 20 tiles) and how long it took. For freight you can generally predict how long it will take to load and account for that (if using full load) however you can get pathing issues if you are going for mixed traffic lines as the freight trains are more sporadic/random. Personally I don't use ro-ro so as whilst it is more efficient it doesn't look as nice or realistic in my opinion. If you're running a single track line I assume that would all be the same block, so you could build the new line to the and switch the signals when the train has cleared the clock. But it is very unlikely that you have that as there are very few instances where two-way signals make sense (as they are all block signals, any train in the block will block the entire block) so the only impact on your games is that you need to change all signals where you want to say DON'T GO HERE IF IT IS RED to two-way.Click to expand.You could send all trains to depot if you have the money to do so. It will not have a broad impact, unless you use two-way signals everywhere. Yes, I believe this is the key to doing what I had intended. Because your mainline has a one-way signal, it is not considered the end of the line, and has a lower penalty, and trains always take the path with the lowest penalty. What this does, is when your sideline-entry is blocked by a train, all other trains do not consider the sideline because the two-way signal is red and because of the yapf.rail_firstred_twoway_eol-setting, it is considered the end of the line and has an infinite penalty for the pathfinder.
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