With 0.13 release we can now connect gates and signals to the circuit network. In FFF 140 there was shown a way to make safe rail crossing, but there were combinators involved.
I've managed to get rid of the combinators.
Here is how it looks like:
How it works
Input rail signal is set to output red when it shows red or yellow, and to close when signal g>0. Player gate is set to open when red signal=0 and to output signal g. Optional train gate reads two conditions (by connecting both walls): red>0 and g=0 (actual logic function is or due to how it's implemented)
You can remove train gates as they are completely optional: trains are stopped by signals. You can also add some visual indication with lamps.
Great idea, but this type don't actually prevent getting the avatar killed.
You need to place the trigger point far enough away that a train can react and stop before the avatar crosses the rail, I've not bothered to figure out the number of tiles away the gate need to be for it to catch a top speed train, but it's at least 10+ tiles from the rail with exo modular armor and cement speed boost, making it pretty much a broken concept.
Edit: Maybe reversing the concept will make safe crossing, by having the rail signal close the gate and making the player run face first into it.
Re: Simple combinator-free safe rail crossing
Posted: Sun Jul 03, 2016 8:33 pm
by Pavgran
Miravlix wrote:Edit: Maybe reversing the concept will make safe crossing, by having the rail signal close the gate and making the player run face first into it.
It actually works exactly that way. When the signal is red or yellow, player gate closes. So if the train can't stop before the crossing, player gates get shut regardless of player being nearby.
Re: Simple combinator-free safe rail crossing
Posted: Mon Jul 04, 2016 10:39 pm
by HeilTec
I wanted to design a safe crossing, and did it with no regard to any posted images.
Safe Crossing
ss (2016-07-05 at 12.01.44).jpg (191.1 KiB) Viewed 47375 times
Perhaps there are even more variations to be found.
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 5:59 am
by Optera
Here's my take on a save crossing.
It locks the gates on red and yellow of the crossing block and also turns the entry signal red when any gate activates.
20160705075245_1.jpg (713.64 KiB) Viewed 47342 times
With my main line buzzing with fast 2-6-2 trains it already saved me a couple of times.
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 12:36 pm
by taigcris
You can make a safe crossing without the use of combinators, if the two signals are green (both rail signals are green) the gates is open but, one or more signals turn red o yellow the gates close. Gates are defined green=2
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 12:49 pm
by brunzenstein
taigcris wrote:You can make a safe crossing without the use of combinators, if the two signals are green (both rail signals are green) the gates is open but, one or more signals turn red o yellow the gates close. Gates are defined green=2
Crossing is ok but what if you stand on the track and a train arrives?
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 3:39 pm
by taigcris
brunzenstein wrote:
taigcris wrote:You can make a safe crossing without the use of combinators, if the two signals are green (both rail signals are green) the gates is open but, one or more signals turn red o yellow the gates close. Gates are defined green=2
Crossing is ok but what if you stand on the track and a train arrives?
Yeah, in this case i'm die. I had thought about it ... but there should rarely happen ...
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 3:56 pm
by twepy
The key of the safe rail crossing is the player detection range of the gates, as long as your within that range youre protected* outside that range you are game for any train. So its important to have gates at both sides of the track at the crossing to be within detection range the whole time.
*However in my own tests ive noted that if a train already has reserved the block it will ignore the signal and continue on. So dont run into the crossing blind because there could be still a train coming through. To prevent that kind of situation it would require multiple layers of gates to make system detect you early enough to switch the signal to red to stop passing trains and trains that already reserved the block are past the crossing.
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 4:22 pm
by brunzenstein
There must be a way (mod) to determine the position of the player standing idle on the track via a pressure sensitive tile that stops the train just in case...
Re: Simple combinator-free safe rail crossing
Posted: Tue Jul 05, 2016 7:45 pm
by Optera
twepy wrote:The key of the safe rail crossing is the player detection range of the gates, as long as your within that range youre protected* outside that range you are game for any train. So its important to have gates at both sides of the track at the crossing to be within detection range the whole time.
The reliable detection range of gates is 2 blocks. That's why I added the inner gates to my construction.
twepy wrote:*However in my own tests ive noted that if a train already has reserved the block it will ignore the signal and continue on. So dont run into the crossing blind because there could be still a train coming through. To prevent that kind of situation it would require multiple layers of gates to make system detect you early enough to switch the signal to red to stop passing trains and trains that already reserved the block are past the crossing.
Or you set the gate to closed when any signal at crossing exit is either yellow or red.
Re: Simple combinator-free safe rail crossing
Posted: Wed Jul 06, 2016 11:13 am
by ratchetfreak
Optera wrote:
twepy wrote:*However in my own tests ive noted that if a train already has reserved the block it will ignore the signal and continue on. So dont run into the crossing blind because there could be still a train coming through. To prevent that kind of situation it would require multiple layers of gates to make system detect you early enough to switch the signal to red to stop passing trains and trains that already reserved the block are past the crossing.
Or you set the gate to closed when any signal at crossing exit is either yellow or red.
you can set the detection signals to be further out from the signals being controlled for a bit of leeway. you should still detect yellow and red conditions.
Re: Simple combinator-free safe rail crossing
Posted: Wed Jul 06, 2016 2:37 pm
by Optera
ratchetfreak wrote:
Optera wrote:
twepy wrote:*However in my own tests ive noted that if a train already has reserved the block it will ignore the signal and continue on. So dont run into the crossing blind because there could be still a train coming through. To prevent that kind of situation it would require multiple layers of gates to make system detect you early enough to switch the signal to red to stop passing trains and trains that already reserved the block are past the crossing.
Or you set the gate to closed when any signal at crossing exit is either yellow or red.
you can set the detection signals to be further out from the signals being controlled for a bit of leeway. you should still detect yellow and red conditions.
You want the gates closed when the train is passing them not open just before it rushes through
Re: Simple combinator-free safe rail crossing
Posted: Thu Jul 07, 2016 12:41 am
by tzwaan
I used the combinator-free design, but added indicator lights showing if the track is clear, or a train is coming/passing through.
I achieved this by putting two rail signals directly after eachother at each entrance. The second rail signal is the one used to block the trains and detect trains coming. The first rail signal is only used to read the current color of the lights. Because the signals are this close together, the signal will not turn red, but instead stay yellow, even though it has technically entered the block to the next signal.
Something to note if you want an earlier warning of a train coming, or want the gate to close earlier: you can add a chain signal earlier on the track so the train has to reserve the block further in advance. Meaning the signal will turn yellow much earlier.
The crossing:
Train trying to enter:
Train blocking the crossing:
Re: Simple combinator-free safe rail crossing
Posted: Sun Aug 21, 2016 2:03 pm
by phi1010
Just closing the gates on red/yellow doesnt't work if you are running really fast, because the gates can take too long to actually close; but if you also close the gates on green signals, you get a safe behaviour, only opening when the player and no train is there, and never closing again when the player is there, as long as this bug-looking behaviour with the four-state signals exists (modded to prevent the train from stopping on the crossing by simulating presignals, delete the left signal, if you don't want the gates to open if there is a train in the section after the crossing):
2016-08-21 15_47_20-Factorio 0.13.17.png (370.29 KiB) Viewed 45960 times
2016-08-21 15_47_35-Factorio 0.13.17.png (53 KiB) Viewed 45960 times
Train Gate (inverse player gate):
2016-08-21 15_47_46-Factorio 0.13.17.png (42.42 KiB) Viewed 45960 times
Left (optional) signal:
2016-08-21 15_47_57-Factorio 0.13.17.png (53.35 KiB) Viewed 45960 times
Right (necessary) signal:
2016-08-21 15_48_05-Factorio 0.13.17.png (74.56 KiB) Viewed 45960 times
Right Bulb: Activate always (e.g. if Black>0), use color
Upper Bulb: Activate on "G"
Re: Simple combinator-free safe rail crossing
Posted: Tue Sep 06, 2016 4:58 pm
by Juggla
brunzenstein wrote:There must be a way (mod) to determine the position of the player standing idle on the track via a pressure sensitive tile that stops the train just in case...
If you are standing on the track close enough to a gate wired into the network then your signal should turn red and the train should not run you over. If you set it up correctly then you should never get hit as long as you only cross/stand at the crossings
I'm wishing I found this thread earlier. I just stumbled upon being able to connect gates and signals this morning. Worked up everything from the ground up without help. This is what I came up with. Posted it just a few mins ago Here ===> viewtopic.php?f=8&t=6008&start=400
Re: Simple combinator-free safe rail crossing
Posted: Fri Nov 04, 2016 7:23 am
by TeZwo
Just nailed it
the last time i was on a trail only server. The main bus are the trains. Well this kills me very often >_>.
The last two days i've working on this setup. A colleague build some examples too. But sometimes the doors open and the train stand infront of me ^^.
One big problem was that the sensor of the gate. It react on the trains too ( signals and doors going crazy). Then i build a clock with a timer.
The gate sensor have a min. reach of two blocks. The signal cannot interrupt if i'm between the two long gates.
Bottom left is the logic. A clock that will reset when no input comes from the gates.
First, signal goes red after 1 sec. Waiting 1sec. (Yellow Sometimes a train will ignore the red signal if the train comes with full speed.)
Second, check if any trains on the crossing, close the doors to the trains and open these for the people (Green)
The blinking light on the top and bottom are optional.
Re: Simple combinator-free safe rail crossing
Posted: Tue Dec 13, 2016 12:35 pm
by mrvn
First: A clock won't work when you stand in the middle. And also isn't combinator free.
But what I really wanted to add is that you have a 5 lane crossing and entering the crossing will block all 5 lanes and you get no signal when you stand in the middle.
If instead of you add gates left and right of each track you get a reliable signal whenever you stand on any track and you can also separate the crossings for each track to only block that one track.
Re: Simple combinator-free safe rail crossing
Posted: Sun May 21, 2017 2:18 am
by railrunner16
thanks. i got killed by trains all the time before using this blueprint and now that problem is eliminated
Re: Simple combinator-free safe rail crossing
Posted: Mon May 22, 2017 9:04 am
by mrvn
Except for all the times you just cross the tracks and later wished you had used the crossing instead.
I really need to plan some consistent roads with crossings instead of just running every which way.