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The signals are similar to path signals in OpenTTD, if you are familiar with that. (There is nothing like block signals.)

In Distributrains, trains work by reserving a path towards their destination. A train has to wait if the path it tries to reserve overlaps with the reservation of another train. If they see (the front side of) a signal while trying to reserve a path, then they stop reserving there. In essence, signals are used to shorten the path reservations to reduce conflicts.

There are two signal types: One-way Signals can never be passed from the back side, and Back-traversable Signals are ignored from the back side.

The rules are simple, and trains will never crash, but using signals optimally can be difficult. The game has a couple tutorials about this. Active path reservations are always drawn on the tracks, there is a pathfinding visualiser, and an option to draw signal direction arrows on the tracks.

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I am barely familiar with the signals in OpenTTD, and hearing that is not filling me with confidence. But it seems that signals can be ignored.

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I have never actually tried completing a run without signals, I would guess it's possible but probably difficult, heh

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I don't know that you can ignore them, but in my experience (which might be skewed because I'm comfortable with OpenTTD signals) the fact that they're "path-like" signals means that in most circumstances all you really need to do is drag a line of signals down a track in the direction you want trains to go on that track.