A red signal is the starting clue
Check whether the journey is reachable, then inspect the waiting space and competing movement. A spare platform helps only when the approach can actually reach it.
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Sources, dates & scope
Passing-siding placement and clearance steps rechecked against the official manual on October 21, 2026; the page remains unplaytested.
OFFICIAL SIGNAL RULES · JUNCTION DIAGNOSISTF3 uses path reservations. A free-looking platform does not prove that a train can reach it or clear the junction after using it. Check the complete movement, including the space occupied by the back of the train.
Official source: Urban Games manual · Railway Signals ↗Source date/status: Checked October 19, 2026; contains a legacy TF2 sentence. Check the linked source for its current details.Additional source: Urban Games · Interface and train reservations ↗
Additional source: Urban Games manual · Lines and Vehicles ↗
| Symptom | Question to settle first | Evidence to collect |
|---|---|---|
| Connection warning | Where does the intended journey break? | Marked segment and message |
| Train waits near a crossing | Can the waiting train stand fully clear? | Tail position and shared track |
| An alternative platform stays empty | Can this train reach it from its decision point? | Approach path and terminal selection |
| Works until another train arrives | Does the reverse arrival order also clear? | Both trains through the full encounter |
Read the drawing from the back of the train
The diagram is a reasoning aid: two trains need part of the same railway. Picture the entire waiting train, not just its locomotive. If its tail still crosses a switch, the other train may have no useful way past. The signal manual's clearance example specifically leaves room for the longest train.
Before copying any layout, sketch the approach, waiting position and exit for each movement. Label the stretch used by both trains. A free track elsewhere on the screen is irrelevant if neither service can use it for its next movement. This is why adding another platform can leave the original conflict untouched.
First separate an unavailable route from a busy route
Ask whether the train has a valid way to its next stop. A one-way signal cannot be passed from its back, so a direction change is worth checking when a previously usable journey breaks. Follow the intended route rather than replacing signals at random.
If a route exists, inspect the competing movement and where it waits. The July 30 TF3 blog confirms that reservations can continue beyond an ordinary stop. Do not use a station symbol alone as evidence that the shared section has been released. Our practical order is route, direction, waiting space, then traffic volume. Buying more trains belongs after those checks, when the remaining problem is actually capacity.
Try the manual's two-train passing siding
This procedure is for one single-track route with a passing siding, not every station throat. Save a copy first. The official signal manual shows two trains deadlocking at opposite stations when each tries to reserve the unsignalled path through the siding. Its documented fix is to add signals at both ends of the passing siding so the reservations no longer overlap.
Before running them, check the waiting position at each switch: leave enough track after the switch for the entire longest train to stand clear of the shared movement. If you have set a signal to one-way, check its facing direction and the line's route preview; a train cannot pass that signal from the back. Do not change the terminals at the same time.
Watch the first train enter and leave the siding, then the second. Repeat with the opposite arrival order. Success means both trains complete the encounter without either tail blocking the switch; one green signal or one successful order is insufficient. If both remain at their stations, inspect the path each needs to reserve up to its next signal or reversal stop. If only one order fails, note where the waiting train's tail sits before moving that signal. This is a manual-based diagnostic, not an in-game test of your particular layout.
Why is the alternative platform still unused?
An alternative terminal is considered when the primary one cannot be reserved. An empty alternative is not a target that must be used on every trip.
For trains, the manual places the terminal decision at the last signal before the station. Enabled alternatives must be reachable there.
Inspect that point with the line selected. Does the crossover needed for your alternative lie before or after it? Follow the movement from the decision point to the proposed platform and onward. If your drawing requires the train to have chosen a different track earlier, a vacant platform is not enough. Resolve this access question before interpreting its lack of use as a capacity problem or a broken platform preference.
Use the connection warning to narrow the search
The line manager marks faulty segments and provides a connection message. Start with the marked part, including its approach and departure.
If the warning appeared after a rebuild, compare that small area with your saved version. Avoid changing distant stations while the evidence points to this connection. Once the warning is gone, observe a complete journey through the repaired area; disappearance of the warning and successful traffic flow are two useful, separate checks. If you still need help, a screenshot showing both approaches, signal directions, train lengths and selected terminals is far more useful than a close-up of a red light.
The manual retains a sentence referring to TF2; we do not use it to establish TF3's signal classification. The linked TF3 blog supports that point. The diagram and two-train procedure are explanatory, not a tested or guaranteed deadlock-free blueprint.
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