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.
User avatar
Hovedgade
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jan 25, 2021 7:32 pm
Contact:

Re: Hurricane Intersection

Post by Hovedgade »

Avona wrote:
Mon Dec 27, 2021 10:31 am
After more adjustments, I present Hurricane 1.1.

6 car trains, 150x150, 2 lane, 6 tile spacing

Score 108

RHD
S1: 107, 107, 108
S2: 106, 106, 106
S3: 111, 111, 111

LHD
S1: 109
S2: 105
S3: 110



https://cdn.discordapp.com/attachments/ ... nknown.png
The topology of this intersection is very similar to the Multi-Cross authored by Tallinu. The only difference i see is that your version has more optimised optimised signalling, parallel buffers and is very bendy. Great work overall and you are the one to make intersections that are better than i thought possible. 10/10. (Yes, i did remove the image from the qoute and replaced it with a url)

FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2768
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: 3 and 4 way intersections

Post by FuryoftheStars »

My only thing is that a lot of these latest intersections are huge. I don't think I would use them because of the extreme space they need. Anywhere that I've got that kind of space to spare wouldn't have the volume of traffic needed....
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics

Tallywort
Inserter
Inserter
Posts: 22
Joined: Thu Mar 25, 2021 11:57 am
Contact:

Re: 3 and 4 way intersections

Post by Tallywort »

Which is honestly a fair point, some of these intersections are huge, and for some you need to push your factory quite far to really make use of them.

Of course you can always just pick a smaller intersection if it suits your throughput needs.

Another point can be made that, while I think that the curly compacted designs are amazing and really good for their size, they also don't generalise as easily to different train sizes as some of the straighter designs. Where with those you can just extend the tracks for longer trains, with the curly ones you are more locked into the size they were designed for.

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Starfish 4 Tile 100x100

Post by Avona »

I couldn't get LHD to work because of the center grid. No matter what I did, the blueprint would have to be larger than 100x100 so I settled on just RHD.

Starfish 4 Tile 100x100
Score 75
S1: 82
S2: 60
S3: 84
6 car trains, 100x100, 2 lane, 4 tile spacing



Image
Last edited by Avona on Tue Jan 18, 2022 1:30 am, edited 2 times in total.

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Re: 3 and 4 way intersections

Post by Avona »

FuryoftheStars wrote:
Sat Jan 01, 2022 8:59 pm
My only thing is that a lot of these latest intersections are huge. I don't think I would use them because of the extreme space they need.
Hmm, I feel quite the same way. That's why I'm trying to reduce their size. I figure that 150 is a lot better than 300, etc. And I've just made one that is 100x100, which is about as small as it gets, and scores 61% more throughput than the highest compact intersection. But as Hovedgade, mentions, they are very bendy.

FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2768
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: 3 and 4 way intersections

Post by FuryoftheStars »

Avona wrote:
Mon Jan 03, 2022 4:47 am
which is about as small as it gets, and scores 61% more throughput than the highest compact intersection.
And uses about 765% more space. :mrgreen:
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics

sollus
Manual Inserter
Manual Inserter
Posts: 4
Joined: Mon Jan 03, 2022 1:34 am
Contact:

Re: 3 and 4 way intersections

Post by sollus »

Adding my 5 leaf clover RHD-LHD 4 way - just because I do not think I have seen this listed anywhere.
5-LeafClover.png
5-LeafClover.png (659.82 KiB) Viewed 11037 times


Also here is my RHD-LHD Woven 4-Lane
4-LaneWeave.png
4-LaneWeave.png (717.45 KiB) Viewed 11035 times

User avatar
Hovedgade
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jan 25, 2021 7:32 pm
Contact:

Re: 3 and 4 way intersections

Post by Hovedgade »

I have another rounabout i feel like sharing. (I only do rounabouts :) )
I hope this design isn't too bendy so you all can adjust it for the train length you prefer. Adjusting the spacings should be possible too if you know how the intersection works.
Massive roundabout
Score: 60

Blueprint: https://factoriobin.com/post/v26GP7mS, Size: 442x442, Spacing: 6 tiles, Train length: 6 cars, 8 lanes
RHD: Set1: 299, Set2: 258, Set3: 167
Author: Hovedgade
Picture
Last edited by Hovedgade on Wed Jan 05, 2022 10:52 am, edited 1 time in total.

causa-sui
Long Handed Inserter
Long Handed Inserter
Posts: 69
Joined: Sat Sep 12, 2020 4:23 am
Contact:

Re: 3 and 4 way intersections

Post by causa-sui »

I tried making a 6 width version of "Hash" by Kano96, but I got a way lower score on testbench. Not sure if I screwed up the BP or if I screwed up the testing. Anyone else want to try?


User avatar
hansjoachim
Filter Inserter
Filter Inserter
Posts: 252
Joined: Wed Apr 26, 2017 7:03 pm
Contact:

Re: 3 and 4 way intersections

Post by hansjoachim »

Hovedgade wrote:
Sat Dec 18, 2021 6:55 pm
I'm back once again with a new roundabout. :D
This one is smaller than hansjoachim's Parallel split medium but has the same score and the same spacing. Without the circuitry the throughput of the intersection will fall drasticly. I tested it with unsafe outputs/exits because this intersections has those bufferzones included. I garentee that this intersection will not deadlock.
Flower roundabout
Score: 100


Size: 230x230, Spacing: 6 tiles, Train Length: 6
RHD: Set1: 103, Set2: 103, Set3: 95
Author: Hovedgade
Image
Edit: By accident i wrote the wrong dimensions last time. It should be fixed now
Thanks for the submittions=)
I know that extra signals can slightly increase throughput but I think you have overdone it especially on right turns.
If you remove the circuitry and most of the extra signals, I'll add it to the main list. If you only remove the signals and keep the circuitry I can add it to "others".

User avatar
hansjoachim
Filter Inserter
Filter Inserter
Posts: 252
Joined: Wed Apr 26, 2017 7:03 pm
Contact:

Re: 3 and 4 way intersections

Post by hansjoachim »

SaiMoen wrote:
Fri Dec 17, 2021 7:01 pm
Finally managed to match the score of the number 1 on the 2-lane 4-way unbuffered section :D
It took some tweaking, I tried to force it to be spaced by 2 tiles, but I could only make it work with spacing 4 (on RHD at least). I call it Snowball
1:50, 2:39, 3:51, s:47
Probably got lucky though, I feel like something is not quite right with a default parameter because I've seen an error of ± 2 tpm which seems a bit ridiculous.
Snowball.png
Thanks for the submission, you got a nice intersection there=)
The intersection got
46 37 51 with a score of 45 with safe outputs.
Added to the list

User avatar
hansjoachim
Filter Inserter
Filter Inserter
Posts: 252
Joined: Wed Apr 26, 2017 7:03 pm
Contact:

Re: 3 and 4 way intersections

Post by hansjoachim »

dinglebarry wrote:
Sat Dec 18, 2021 12:33 am
Compact Celtic Knot with Narrow Tracks
Score: 46


Blueprint: LHD RHD Size: 38 x 38 Spacing: 2 tiles
LHD: Set 1: 50, Set 2: 38, Set 3: 49, Score: 46, RHD: Set 1: 50, Set 2: 39, Set 3: 49, Score: 46,
Author: dinglebarry
LHD pic.jpg

Inspiration taken from gyro2death's Super Compact Celtic Knot (#3 in 4-way unbuffered). I like the look and performance of the Celtic Knot intersection, but I also like having narrow tracks. So I started by using gyro2death's design, but narrowed the tracks and adjusted their positions to make space for signals. Then got rid of the unnecessary signals reducing the number from 36 to 24. It scores the same overall as gyro2death's intersection but mine performs slightly better on Set 1, while his performs slightly better on Set 3. Mine also has the advantage of being able to work just as well with RHD, while with his, he would need to have slightly less optimal signaling for RHD.
Nice, added it

User avatar
Hovedgade
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jan 25, 2021 7:32 pm
Contact:

Re: 3 and 4 way intersections

Post by Hovedgade »

Another roundabout! :)
So this time i did cut down on the amount of rail signals. Now it's "only" 268 rail signals when compared to 280 rail signals. This means a reduction of rail signals by a mindblowing 4%! Circuits are (somewhat) still included because of throughput reasons. I also found that merging the trains i do in this intersection is slightly faster. Enjoy the slightly better score!
Flower Roundabout 1.1
Score: 104

Blueprint: RHD, Size: 230x230, Spacing: 6 tiles, Train Length: 6 cars
RHD: Set1: 109, Set2: 104, Set3: 100
Author: Hovedgade
Picture

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Demon Mask

Post by Avona »

I made a new high throughput 3 way. I call it demon mask. For some reason LHD scores lower and I wasn't able to equalize them.

Now also with a 12 length train version!

Demon Mask
RHD
Score 86 (5 Tests)
S1: 83 (82-84)
S2: 89 (89-90)

LHD
Score 83 (3 Tests)
S1: 82 (81-83)
S2: 84 (83-84)

6 car trains, 150x100, 2 lane, 6 tile spacing

Demon Mask 12c
RHD
Score 62
S1: 61
S2: 62

LHD
Score 58
S1: 58
S2: 57

12 car trains, 250x100, 2 lane, 6 tile spacing

Image
Last edited by Avona on Sat Jan 29, 2022 8:30 am, edited 1 time in total.

User avatar
Hovedgade
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jan 25, 2021 7:32 pm
Contact:

Re: 3 and 4 way intersections

Post by Hovedgade »

I like this design and i hope you do too. :D
The design is compact when compared to other 3 way buffered design and still gets a decent score.
3 way roundabout
Score: 61

Blueprint: RHD, Size: 92x68, Spacing: 4 tiles, Train length: 6
RHD: Set1: 71, Set2: 51
Author: Hovedgade
picture

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Re: 3 and 4 way intersections

Post by Avona »

Hovedgade wrote:
Sat Jan 08, 2022 2:56 pm
I like this design and i hope you do too. :D
The design is compact when compared to other 3 way buffered design and still gets a decent score.
This is sexy! I haven't been considering no buffer on the front end. I should try some designs out!

sparr
Smart Inserter
Smart Inserter
Posts: 1430
Joined: Fri Feb 14, 2014 5:52 pm
Contact:

Re: 3 and 4 way intersections

Post by sparr »

LHD 4-tile-gap 32x32 roundabout with diagonally symmetric interior. Scores 43 (47/36/47)

Can't be built in RHD. Better score than anything in the top post with this spacing and footprint.
Screenshot_2022-01-08_22-19-01.png
Screenshot_2022-01-08_22-19-01.png (435.92 KiB) Viewed 10749 times

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Hurricane 12c

Post by Avona »

Hurricane 12 car

RHD
Score 78 (4 tests)
S1: 78 (77-79)
S2: 77 (75-78)
S3: 78 (75-80)

LHD
Score 76 (4 Tests)
S1: 75 (75-76)
S2: 74 (73-75)
S3: 78

12 car trains, 250x150, 2 lane, 6 tile spacing

RHD version:

Picture

Avona
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Dec 26, 2021 8:50 am
Contact:

Hurricane 12 Car

Post by Avona »

Hurricane 12 Car

LHD version:

Kano96
Burner Inserter
Burner Inserter
Posts: 17
Joined: Wed Nov 17, 2021 12:39 pm
Contact:

Re: 3 and 4 way intersections

Post by Kano96 »

sollus wrote:
Mon Jan 03, 2022 4:14 pm
Adding my 5 leaf clover RHD-LHD 4 way - just because I do not think I have seen this listed anywhere.

5-LeafClover.png



Also here is my RHD-LHD Woven 4-Lane

4-LaneWeave.png

It seems like the testbench can't handle these mixed lhd rhd designs, so we can't properly test them for now. Also we're unsure about including these in the standard categories since they're incompatible with pretty much every other design. So until the testbench is fixed and we decided on a solution, these are on hold.

In addition, I'm happy to announce Avona as a new maintainer, helping us with testing and keeping this thread up to date! Hurray :D

Post Reply

Return to “Railway Setups”