I wanted to post this here first since I saw that for the 4 way, 4 lane intersections there were no 2.0 intersections that did not include elevated rail. This intersection is part of a book I'm putting together for a co-op save I have been playing on base 2.0 factorio. We are getting ready to go from a 2 lane system to a 4 lane system in our save and wanted things to be mostly compatible with a train book by VeryGoldGolden over on factorio codex. So we have inherited the spacing and quirks of our system from that. Using Avona's 1.1 legacy christmas intersection as inspiration for how to do the signaling I made this fully 2.0 on ground intersection.
This is a basic 4 Lane, 4 Way, RHD, Unbuffered, On ground intersection
basic4wayintersection_1.png (368.93 KiB) Viewed 2622 times
Here is the results via the train tester scenario with fully default settings (2-4-0 Train) Score is 71.88
Test results with standard settings (2-4-0 Train)
basic4wayintersection_2-4_Train_Standard_Scenario.png (39.93 KiB) Viewed 2622 times
Also included are the results from the scenario set to 1-3-0 Train which is relevant to myself, but if I am going to take the data I will share it Score is 68.94
Test results with settings to match my current save (1-3-0 Train)
basic4wayintersection_1-3_Train.png (41.75 KiB) Viewed 2622 times
This intersection is nothing to write home about for sure but since there wasn't anything catalogued on the main post of this topic I figured I would share!
Re: 3 and 4 way intersections
Posted: Wed Jul 23, 2025 2:33 am
by Old_and_Putrid
Hey again guys,
Hope you are all well. Been working a bit more, a little on the intersection, a little on some content.
As mentioned before, I wanted to create a YouTube channel, which I have now done. It will be solely unedited long-play, no commentary style videos, as I see that this content is somewhat popular and it fits my playstyle. I would recommend anyone checking the channel out to read the description so you can understand what to expect.
It will be some time before we get to any megabase-scale production to warrant the junction featured here, as I am still playing through the "story mode" - but in video 5 you will see me designing aspects of the block module in the rail editor, as a bit of a tease I guess. My videos are scheduled to drop once every 3 days at 6pm, as I am told this will help my channel grow.
Not sure if I can advertise here but I suppose the mods can just reject my post if not:
I did also mention that I had been working on the intersection. It's less tuned for smaller trains now, but I realised that running 12-96 trains works pretty damn well at around 19-20tpm. My maths was out before, it would have been from as little as 73,600 items, not 736,000. My new figure is a little lower, because I changed some stuff to make it look nicer, but let's be honest, it'll never see those numbers. Here's a pic:
07-23-2025, 03-30-46.png (172.25 KiB) Viewed 2554 times
Just to be clear, I am running this on the everything test, with uncommon fuel (if I try to use better fuel, it shortens the train length on the incoming East lines) Anyway, take care for now!
Re: 3 and 4 way intersections
Posted: Tue Aug 19, 2025 6:39 pm
by Old_and_Putrid
Hello again all.
Hope you are well. Been working on some more stuff. I made a new 8 lane design with dedicated exits, no diverges or converges. I suppose I could tighten up the signalling to improve performance but it's not something I plan on using, more of a concept than a practical design, but I suppose it works alright if you plan on using 8 lanes in your megabase.
BP here for anyone that wants it, feel free to use it, a mention and a link to my channel would be appreciated.
It does around 80-90TPM for 12-96 trains (this is with normal fuel), so plenty of headroom.
I've also undergone a bit of a rebrand, I have been streaming on Twitch for about a week, feel free to drop in sometime and let me know you're from the forum:
Schedule is on the page, so you know what to expect. I might be on tonight, a bit later on in the evening.
Take care for now guys, and hope to see some more cool designs here soon!
Re: 3 and 4 way intersections
Posted: Thu Oct 30, 2025 3:45 am
by MyaSSSko
I like to work on my cityblock blueprint, and for newer version, i now switching back to 4-lane setup, where are trains with and without resources moves only on inner or outer sides.
So for that, i needed new intersection. The closest one was celtic turbine v2, but it was different size, hard to adjust, so i designed my own, based on that.
It went surprisingly well, also simmetrical. It has roughly similar efficiency on 2-4 trains, but just chunk-aligned
It fits 4x4 chunks, and thats the main purpose why it was made.
10-30-2025, 10-36-53.png (3.62 MiB) Viewed 1149 times
spacing is 6-8-6
it has pretty decent efficiency with roughly 200 2-4 trains per minute(on default testbench setting, very similar to celtic turbine):
10-30-2025, 10-40-45.png (2.16 MiB) Viewed 1149 times
And 330-340 1-1 trains which i use(celtic turbine can do 320-330), if i set "maximum trains per minute" to 50 and "everything test":
10-30-2025, 10-43-20.png (2.65 MiB) Viewed 1149 times
also, there were roundabout first version, but because of poor signaling it can softlock itself, i decided not to stick with it, but if someone needs it.. https://factoriobin.com/post/kuqxzz
Re: 3 and 4 way intersections
Posted: Fri Oct 31, 2025 11:53 pm
by kpreid
I just discovered this thread and thought I’d share a design I recently came up with for a small 3-way intersection using elevated rails. I tend to build densely, so my biggest train problem is having enough room to fit all the intersections and stations far enough apart from each other and the actual factory. This 2-lane, RHT intersection is only 50 × 44 and the testbench gives it a score of 71.57 with default settings — not as much throughput as any of the currently listed 3-way intersections but smaller than all of them. The elevated crossing means that north-to-east and east-to-south trains block each other (fixing that would make this identical to “Bottle”), but lets it be a lot smaller.
Screenshot 2025-10-31 at 16.45.18.png (728.85 KiB) Viewed 1100 times
I just designed a 128x128 RHT 4-way intersection. Based on vibes, lots of guesswork and hope. Designed for my 20k SPM vanilla+elevated rails run.
Main motivation was to have the middle spot be occupied by the Big Electric Pole, so that the power lines in my factory run straight on the map and also to have a pretty aesthetic crossing, especially when viewed from the map.
factorio_wXbKBUkEAn.png (1.01 MiB) Viewed 831 times
factorio_Rpygyl3ttD.png (23.68 KiB) Viewed 831 times
Hey, I know I haven't updated in awhile. Part of it is because I want to rearrange this post. Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections. And some of the new intersections just have a longer merging area which is uninteresting imo.
So I want to implement a size restriction, say 110*110 for 2 lane fourways or something. Another catagory could be symetrical intersections, either all four directions or just half and half. And thoughts on catagories?
Also we used to be 3 people maintaining the old post but this one its only me, so if someone wants to help maintain this post, that would be cool!
Re: 3 and 4 way intersections
Posted: Tue Nov 18, 2025 12:21 pm
by mmmPI
hansjoachim wrote: Tue Nov 18, 2025 6:48 am
So I want to implement a size restriction, say 110*110 for 2 lane fourways or something. Another catagory could be symetrical intersections, either all four directions or just half and half. And thoughts on catagories?
I think the purpose of the junction : number of branch ( 4 way, 3 way) , and lanes ( 1 on each side / "more" ) is good as the first filter.
I think there could then be , inside, a distinction : "with bridges" and "without bridges".
Then size possibly using chunks , 1 chunk 32x32, is like the smallest category and there are many compact early game need for those. " 3 chunks or less " and "4 chunks or more " could make it 3 groups like "small" , "medium" , "large" but more precise.
Finally I think it's time for symetrical consideration after all the other "harder" constraint.
At least that's how i would like to search for them but I don't think i'd be fit to help for maintenance.
Re: 3 and 4 way intersections
Posted: Fri Nov 21, 2025 5:53 pm
by Yodo
hansjoachim wrote: Tue Nov 18, 2025 6:48 am
Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections.
The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for the 4-way intersections, 3-way it's only for 4-lane). For the single-level intersections, I think it's a matter of people not submitting enough intersections with high scores, but I do agree that longer merging sections are not that useful.
thoughts on catagories?
I think a tag-based system is better than a file-based system, but it would be tricky to implement in a forum post (it can be emulated with hyperlinks to files/categories I think).
In terms of area categories:
- 32×32 (big power pole)
- 42×42? (legendary big power pole)
- 50×50 (roboport)
- larger multiples(?)
- unbounded
Though I'm not sure about the legendary big power pole; I haven't played with the DLC.
Other types of categories:
- number/direction/spacing of lanes
- number/direction of inputs (n-way, diagonal n-way, ...)
- using quality or not
- not using elevated rails, EV: single-level, EV: bilevel
- symmetry categories?
Re: 3 and 4 way intersections
Posted: Sun Nov 23, 2025 6:00 pm
by hansjoachim
Yodo wrote: Fri Nov 21, 2025 5:53 pm
The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for the 4-way intersections, 3-way it's only for 4-lane). For the single-level intersections, I think it's a matter of people not submitting enough intersections with high scores, but I do agree that longer merging sections are not that useful.
The elevated intersection only run set 1 and they are not the top scorers in set 1. Spaghetti with 115 vs the elevated with 114. Which means that elevation doesn't matter in set 1 without size restrictions, its all about having the best merger.
Yodo wrote: Fri Nov 21, 2025 5:53 pm
I think a tag-based system is better than a file-based system, but it would be tricky to implement in a forum post (it can be emulated with hyperlinks to files/categories I think).
In terms of area categories:
- 32×32 (big power pole)
- 42×42? (legendary big power pole)
- 50×50 (roboport)
- larger multiples(?)
- unbounded
Though I'm not sure about the legendary big power pole; I haven't played with the DLC.
Other types of categories:
- number/direction/spacing of lanes
- number/direction of inputs (n-way, diagonal n-way, ...)
- using quality or not
- not using elevated rails, EV: single-level, EV: bilevel
- symmetry categories?
Tag based would be cool, kano made a mockup of one with a new webpage.
I like the sizes being based on powerpoles over chucks.
hansjoachim wrote: Tue Nov 18, 2025 6:48 am
So I want to implement a size restriction, say 110*110 for 2 lane fourways or something. Another catagory could be symetrical intersections, either all four directions or just half and half. And thoughts on catagories?
I think the purpose of the junction : number of branch ( 4 way, 3 way) , and lanes ( 1 on each side / "more" ) is good as the first filter.
I think there could then be , inside, a distinction : "with bridges" and "without bridges".
Then size possibly using chunks , 1 chunk 32x32, is like the smallest category and there are many compact early game need for those. " 3 chunks or less " and "4 chunks or more " could make it 3 groups like "small" , "medium" , "large" but more precise.
Finally I think it's time for symetrical consideration after all the other "harder" constraint.
At least that's how i would like to search for them but I don't think i'd be fit to help for maintenance.
Yeah, sorting like it is now with just sub catagories is nice, though lots of "folders" to open. Roughly a chunk size is good thought but since chunks doesn't matter for performance and 32*32 is a bit small for many spacings. Though you are right that many people do want chunksize intersections.
Re: 3 and 4 way intersections
Posted: Sun Nov 30, 2025 6:17 pm
by Synka
Hi there!
im not particularily good at designing these and dont quite know what makes an intersection really good. But I tried myself on making a 4 Way intersection where no rails cross and make it as small as I could while looking clean!