{"author_link":"\/users\/someone","author_name":"someone","author_uid":"someone","comments":[],"epoch":1777136500,"event":"LD59","format":"md","ldjam_node_id":432076,"likes":2,"metadata":{"p_key":"96715","p_author":"someone","p_authorkey":"1000355","p_urlkey":"312361","p_title":"Signal Automation Now Working","p_cat":"LDJam ","p_event":"LD59","p_time":"1777136500","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1000355","us_name":"someone","us_username":"someone","event_start":"1776470400","event_key":"113","event_name":"Ludum Dare 59"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD59","removed_author":false},"_superparent":424249,"_trust":7,"author":355,"body":"Unfortunately [my jam entry](https:\/\/ldjam.com\/events\/ludum-dare\/59\/trainline) was missing this central feature from its design since I spent too long struggling with the track editor and getting the trains to actually follow them properly.  \n\nI have now added it and a bunch more improvements to a post jam version [available here](https:\/\/sam.draknek.org\/projects\/train)\n![automation.png](\/\/\/raw\/361\/z\/72b3d.png)\nIt also has a fancy town generation system to import and export goods rather than the nasty last minute hack in the original, and a bunch more GUI elements to show supply, demand and inventories.\n\nI realise the signal colours I used are actually for the reverse side. Real semaphore train signals are directional. I quite like it like it is though as it makes the game more of a puzzle. \n\nThere is still much more to do to turn it into a decent game, but this is what I had hoped to submit to the jam.  \nHave fun making ridiculously complicated railway networks!\n","comments":1,"comments-timestamp":"2026-04-25T17:09:20Z","created":"2026-04-25T16:39:51Z","files":[],"files-timestamp":0,"id":432076,"love":2,"love-timestamp":"2026-04-25T18:24:18Z","meta":[],"modified":"2026-04-25T18:24:18Z","name":"Signal Automation Now Working","node-timestamp":"2026-04-25T17:01:40Z","parent":430833,"parents":[1,5,9,424249,430833],"path":"\/events\/ludum-dare\/59\/trainline\/signal-automation-now-working","published":"2026-04-25T17:01:40Z","scope":"public","slug":"signal-automation-now-working","subsubtype":"","subtype":"","type":"post","version":1372279},"node_metadata":{"n_key":"432076","n_urlkey":"312361","n_parent":"430833","n_path":"\/events\/ludum-dare\/59\/trainline\/signal-automation-now-working","n_slug":"signal-automation-now-working","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"355","n_created":"1777135191","n_modified":"1777141458","n_version":"1372279","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/59\/trainline\/signal-automation-now-working","text":"Unfortunately [my jam entry](https:\/\/ldjam.com\/events\/ludum-dare\/59\/trainline) was missing this central feature from its design since I spent too long struggling with the track editor and getting the trains to actually follow them properly.  \n\nI have now added it and a bunch more improvements to a post jam version [available here](https:\/\/sam.draknek.org\/projects\/train)\n![automation.png](\/\/\/raw\/361\/z\/72b3d.png)\nIt also has a fancy town generation system to import and export goods rather than the nasty last minute hack in the original, and a bunch more GUI elements to show supply, demand and inventories.\n\nI realise the signal colours I used are actually for the reverse side. Real semaphore train signals are directional. I quite like it like it is though as it makes the game more of a puzzle. \n\nThere is still much more to do to turn it into a decent game, but this is what I had hoped to submit to the jam.  \nHave fun making ridiculously complicated railway networks!\n","title":"Signal Automation Now Working","wayback_source":[]}