This is the save file where I've built setups to test various train related things, most notably the 4-way intersection tests. Now that the multi-lane setup is completed, and seems to be usable and reliable enough, it's time to release it so people can test their stuff without having to rely on me being available to do it. I'll of course still look at and test any submissions in the comparison thread, this just allows people to test as they design, and also review my setups.
Anyway, take a look around, try the different setups, and "steal" anything that looks good. I'll be happy to answer questions or provide further explanation about any of the setups if needed.
Final advice before you load it up: don't move, keep calm, zoom out and enjoy the show for a while
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Factorio 0.15.18 - version save was created in.
Creative mode 0.3.5 - needed for all setups to even run, you can still look around without it but nothing will work
Automati train deployment 0.1.0 - needed to make the multi-lane throughput tester work.
This is what the save was created with, newer versions will probably work fine as well.
Mods also used in the save but are optional:
Foreman 2.0.4 - import pre 0.15 blueprints, flip blueprints
Infinizoom 0.1.1 - zoom out to be able to place large blueprints
Screenshot camera 0.4.0 - take pictures
Usage
Some controls that are shared between most setups:
The controls for a setup can usually be found by the train stop named CONTROLS.
Most setups are controlled by a constant combinator outputting iron/copper plates.
If there is no power to the setup just put down an active power source by a nearby super substation.
If there is an inserter with some rail signals dropped around it it is a reset switch, usually for counters, just rotate it to reset things.
See below for each areas special controls.
Areas
Can handle 2- to 8-lane RHD or LHD intersections. Has support for 10 different profiles to test different train lengths, wagon compositions, fuel types, or distributions of left/right/no turns. Currently only 3 are in use and more can be added if needed. For more details on changing the trains please see the Automatic train deployment forum thread.
In the controls area the things on hazard concrete are the things you probably want to mess with. The green signal combinator is used to launch the trains, just turn it off to get things moving. Use R to toggle between LHD and RHD (only selects the correct counters). Use P to select which testing profile to use, only 1-3 are provided.
Results are available on the medium pole on the hazard concrete (detailed train count can be seen on the two poles just above it, useful if it goes above 1k).
To set up a test simply clear out the previous intersection, make room for the one you want to test then extend the in-/output rails to the intersection (a few trains left over from earlier tests may run now, this is normal and happens when using rails not part of the previous run). Make sure the connections are symmetrical and that you use the same ones in all directions, ex: if you choose the outermost rail as input you must also use that one as output. Also make sure that the output blocks are properly sized. The trains automatically adapts to LHD or RHD intersections and which rails are in-/output. Next you want to select which profile to use, turn R on (RHD) or off (LHD) to use the correct counters, then turn of the -10k green signal to launch the trains. To reset the counters and timers just rotate the inserter once.
2-lane throughput test
Old throughput tester can handle 2-lane LHD and RHD intersections. Use signal R to decide between LHD and RHD.
The red wire is used for control signals, the green for results. Locomotive is the number of trains that has left the intersection, M is time passed in minutes and R is trains per minute rounded down.
Spread around it are the results of some old tests.
Deadlockomatic
What started it all. Inspired by how /u/Yoyobuae used to wreck intersections by exploiting the path changing bug.
To test path changing deadlocks, can do one train straight to left/right, and two train straight to left/right. Can handle both RHD and LHD intersections, just move the trigger chain signal to the correct rail.
The signals E and W control which directions the trains are to be released from. L and R decide of a right or left turn should be executed (only use one at a time).
The copper plate signal launches the trains, turn it off to reset for nest test. If both trains end up on the same side just toggle it on and off once quickly.
Stacker test
Testing how to make starvation free stackers. Final design is to the right, it only works when all the stations the stacker leads to has the same name.
Throughput test
Comparing the throughput of RoRo vs terminus stations.
Bypass test
Exploring how to fix problems with a bypass lane.
Omni station test
The idea is that depending on what the train brings to the station it will get loaded with different things. Inspired by a reddit post that I can't seem to find. It used some kind of pre station to decide which items to load instead of looking at the unloaded cargo.
Unloader design
Design to try to get as many blue belts from a wagon as possible (while still being reasonably sized).
Disable station test
Small setup to try to figure out what happens when you disable stations in different circumstances.
Station select test
Setup to test how far out a train would look for a new station if the closer one was already occupied, got bored at 3k tiles
![Smile :)](./images/smilies/icon_e_smile.gif)
Path changer
A small device that makes any train travelling through it re-evaluate its path.
Inserter test
Trying to precisely control inserters picking from mixed belts using circuit controlled filters before override stack size was a thing.
Fluid mix test
Test to create station that can handle mutiple fluids, supports 3 different fluids per cart.
Priority test
Used to try to figure out which train would get access to a shared block first. Current guess is lowest train ID first, so I guess in build order.
Signalling guide
Made for the post here about optimizing signals in an intersection.
6-lane design/test
Some pieces of my part of an old collaboration project with /u/RattlemBones.