3 and 4 way intersections

Smart setups of railway stations, intelligent routing, solutions to complex train-routing problems.
Please provide - only if it makes sense of course - a blueprint of your creation.
SavageVector
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Re: 3 and 4 way intersections

Post by SavageVector »

SavageVector wrote: Wed Jan 15, 2025 10:34 am Hi! I have literally no idea what I'm doing, but I made a 4-lane 4-way RHT intersection. I run 2-8 trains which locks up a lot of elevated 4-lanes I've seen, and my city block size is only 256, which removes most of the rest. I really wanted an intersection with no crossings, so just did my best. Looks pretty messy, and I have no idea how to do rail signals on an intersection without crossings; but I think it works okay?

I call this one the Vector V2 (you don't want to see the first) because I'm uncreative and vain. I don't like that it's taller than wide, and it could use a little cleaning up on some curves; but since this is my first ever 4-lane 4-way in general, I'm just gonna call it good enough.
Edit: I just noticed that my 2-way symmetrical intersection has 225 rail signals. Okay, it is no longer good enough...

2-4-0: 197.37 TPM
2-8-0: 128.96 TPM

01-15-2025, 05-19-49.png

Made the Vector version 3. Squared it up by getting the height 12 tiles shorter, while also giving the overall intersection an ever so slightly thinner footprint. Added some (atrociously spaced) roboports and electric poles. Put slightly more care into signals, cutting back by like 10% with negligible impact on TPM, although I still have no real idea what I'm doing.
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solublefish
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Re: 3 and 4 way intersections

Post by solublefish »

After much fiddling, I fit my Celtic Turbine hybrid into 128x128 (4 chunks square). It tests around 200 TPM with 2-4 trains.
01-22-2025, 05-37-08.png
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Notes:
- It's still really two overlapping 2-lane interchanges. This makes it easy to upgrade from a 2-lane to a 4-lane system. But there's no lane changing inside - I do that on straights anyway.
- The inner part is still basically Bocian's Celtic Knot. The narrow profile makes it a good fit without sacrificing TPM.
- Here's a quick 3-leg variant.
01-22-2025, 05-40-58.png
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- The 2-lane turbine may be useful in its own right. Again it's upgradable to 4 lanes just by inserting a Celtic Knot. But also its TPM is decent for the footprint (~105 / 128x128), and the center is big enough to put a load of useful stuff in.
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Maeximus
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Re: 3 and 4 way intersections

Post by Maeximus »

I made a elevated version of HansJoachim's 4 way intersection "simple": https://factoriobin.com/post/buqn83
I have no idea how these things work but they look exactly the same signal block wise so I would assume the numbers are the same (even though I have not tested it)
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enthusiast
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Re: 3 and 4 way intersections

Post by enthusiast »

A simple intersection that does not use elevated rails and is surprisingly effective.

The 2-4 train version scored 80.83.


The 1-4 train version scored 68.17:

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Factoriointersection
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Re: 3 and 4 way intersections

Post by Factoriointersection »

Great! Updated the forum post=)
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TheNerdHerder
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Re: 3 and 4 way intersections

Post by TheNerdHerder »

I started playing Factorio about a month ago, and for my second playthrough (now with DLC) I wanted to focus on trains. So I started building my own train book. When I got to doing the intersections I realized how complicated these things can get, but I didn't want to just use a BP I found on some random forum... Anyways, I wanted something with a higher TPM and a relatively small footprint. I came up with this "over-under" design that worked good but was still rather large. I then found that if I offset the lanes I could reduce the footprint by a sizable amount. And so, rather creatively, I named it the "Offset Over-Under". It averages ~108 TPM with a size of 110x110. No idea if this design already exists but I made it myself and thought I'd share it.

It could definitely be better, the signal placement is atrocious but it is good enough for me right now. I have another w.i.p. version of this that is 102x102 but the TPM suffers and I am pretty sure it is entirely because of the signals. If anyone can point me in the direction to a guide for better signal placement it would be much appreciated.

offsetoverunder.png
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LHT version:
offsetoverunderlht.png
offsetoverunderlht.png (77.26 KiB) Viewed 764 times
gulyman
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Re: 3 and 4 way intersections

Post by gulyman »

3 way, 2 rail T intersection designed for 1-2 trains. Foot print is 70x30. Scores 81 using intersection benchmark mod. Using 2-4 trains gives a score of 63.4. No worries if this doesn't meet whatever performance threshold there is.

Image

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mmmPI
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Re: 3 and 4 way intersections

Post by mmmPI »

TheNerdHerder wrote: Sun Feb 02, 2025 6:16 am I started playing Factorio about a month ago, and for my second playthrough (now with DLC) I wanted to focus on trains. So I started building my own train book. When I got to doing the intersections I realized how complicated these things can get, but I didn't want to just use a BP I found on some random forum...
You're absolutely right, one should only use the safe blueprints from the official forum or make its own ! Picking random forum usually doesn't even lead to usable blueprint.
TheNerdHerder wrote: Sun Feb 02, 2025 6:16 am It could definitely be better, the signal placement is atrocious but it is good enough for me right now. I have another w.i.p. version of this that is 102x102 but the TPM suffers and I am pretty sure it is entirely because of the signals. If anyone can point me in the direction to a guide for better signal placement it would be much appreciated.
i think there are 3 schools here :

1) place as many as possible, it's in lab environment, every single tile ! ( or every wagon / every 2 wagons)

2) make it so you leave enough room for a choosen number of trains in between the merge ( 1 full train can park, 2 full trains can park ) using the size of train from the test could lead to alter a little the rail layout sometimes.

3) a mix of both , and you run the test several time to see if some version yield better result :D
zefski
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Re: 3 and 4 way intersections

Post by zefski »

I loaded in the mod Intersection Testbench and I would like to test the intersection blueprint shown. The "T" button in the toolbar shows...

Unknown key: "shortcut.testbenchcontrols-name"

How do I get this mod working? Any help much appreciated. Screenshots attached.
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solublefish
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Re: 3 and 4 way intersections

Post by solublefish »

zefski wrote: Wed Feb 12, 2025 10:45 am Unknown key: "shortcut.testbenchcontrols-name"

How do I get this mod working? Any help much appreciated. Screenshots attached.
I'm not that experienced but I suspect the problem is that you need to start the game from the special Testbenchcontrols Mod Scenario. You can't use the tool in a "normal" game.
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zefski
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Re: 3 and 4 way intersections

Post by zefski »

Fantastic! I didn't see in the instructions that you had to start a new game with the mod scenario so many thanks for pointing that out - I'm up and running and testing my intersections now !!! Cheers.... :)
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datarza
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Re: 3 and 4 way intersections

Post by datarza »

Here is the fixed 3 way intersection for placing `Big electric pole` in the center and better rail signals placement, like `3 vie design 4`
02-20-2025, 14-38-37.png
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datarza
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Re: 3 and 4 way intersections

Post by datarza »

Updated Roundabout and Roundabout+Straights
02-20-2025, 14-43-17.png
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