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.
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.
01-22-2025, 07-33-41.png
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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:

simplebuffered.png
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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 4399 times
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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

Image

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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
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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.
02-12-2025, 21-01-11.png
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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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Konijnde
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Re: 3 and 4 way intersections

Post by Konijnde »

Yes, you've heard of one "simple" intersection, but what about TWO "simple" intersections stacked on top of each other?
03-17-2025, 23-34-37.png
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Last edited by Konijnde on Mon Mar 17, 2025 10:37 pm, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by syvkal »

Compact T-Junction
3-Way 2-Lane Elevated

Screenshot 2025-03-19 194750.png
Screenshot 2025-03-19 194750.png (722.05 KiB) Viewed 2882 times

Added some more rail signals and ran some more tests
Screenshot 2025-03-19 201910.png
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SpectrumQT
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Re: 3 and 4 way intersections

Post by SpectrumQT »

RHT version of yaongi's yaongi mk i design
Image



RHT version of hldswrth's Celtic Knot design
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A bit optimized versions of Vinyl_Scratch's Compact Half Trumpet L and R designs (score ~10% higher and have a bit different layout)
Image


Image
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Re: 3 and 4 way intersections

Post by Tonex »

I was inspired by solublefish's Celtic Turbine v2 and redesigned it to be more compact (126 x 126 to 108 x 108) and to have slightly higher throughput (~207 TPM).

The Rose:

Image



The 4-lane interesection is made up of two nested 2-lane intersections, the Shuriken:

Image



and the Wreath:

Image

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Re: 3 and 4 way intersections

Post by Archimage »

LHT 4 lane 3 way trumpet
116x97
2-4 trains
157 TPM

Image



2 lane turn off version

Image

Last edited by Archimage on Sun Mar 23, 2025 6:06 am, edited 1 time in total.
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Re: 3 and 4 way intersections

Post by Knotan »

Robert3D wrote: Sun Nov 17, 2024 2:04 am Ive been trying to design some intersections for my SA playthrough. They use a 2-4-2 spacing because i like the symmetry and look. Ive been trying to balance compactness and throughput so while these arnt the fastest, they are much smaller then other designs. Both are LHT


Compact 3 Way

128 TPM
Size 84 x 58


3way.png


Compact 4 Way

106 TPM
Size 104 x 92


4way.png


The 4 Way technically allows for U-turns, but these should remain the exception. Too many trains trying to U-turn and turn right at the same time will dead lock it.

Both of these can probably still be improved but im satisfied with the results.
If you got any advice on how to make them better, let me know.
I had to register just to write that you are the god of trains bro !!! It's so awesome !
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Re: 3 and 4 way intersections

Post by Robert3D »

Knotan wrote: Mon Mar 31, 2025 12:57 pm
Robert3D wrote: Sun Nov 17, 2024 2:04 am Ive been trying to design some intersections for my SA playthrough. They use a 2-4-2 spacing because i like the symmetry and look. Ive been trying to balance compactness and throughput so while these arnt the fastest, they are much smaller then other designs. Both are LHT


Compact 3 Way

128 TPM
Size 84 x 58


3way.png


Compact 4 Way

106 TPM
Size 104 x 92


4way.png


The 4 Way technically allows for U-turns, but these should remain the exception. Too many trains trying to U-turn and turn right at the same time will dead lock it.

Both of these can probably still be improved but im satisfied with the results.
If you got any advice on how to make them better, let me know.
I had to register just to write that you are the god of trains bro !!! It's so awesome !
Well thank you :D I hope you've been using the v2 version of the 4way, it prevents deadlocks and its so much better
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Re: 3 and 4 way intersections

Post by Meorin »

Took me 2 hours of trial and error, just to end up at a cloverleaf interchange, but since it wasn't posted before, here we go:

Benefits: very few elevated rails and u-turn, exactly what I wanted for my first train setup.

LHT 82.43 size:86x94
Image

RHT 83.20 size:86x94
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