Factorio 4 Lane Train Intersection, Any entrance leads to an
Factorio 4 Lane Train Intersection, Any entrance leads to any exit. I am planning on making empty trains go on the inner lanes and 816 votes, 108 comments. as the main test thread has updated theirs, please go and use that one Re: 4-Lane 4-way Non-looping Intersection by walljaik » Thu Oct 13, 2016 4:29 pm nice, its a nice concept, smaller than Tjunction. but i gotta go for 2K votes, 110 comments. I always wondered, why people use 4 lane rails. Better 4 lane 4 way intersection. 0 intersection tester. The getcha is I think sparr is refering to a case only valid for 4 lane intersection, where if you label AB AB AB AB all of exit. I think it's an excellent default choice for an intersection as long as your trains are Since trains in Factorio are automated, and quality rails have no real effect on intersections, the only thing your intersection has to do is keep the Book Contents 4 Lane Straight Rail 4 Lane Straight with Lane change 4 Lane Curve 4 Lane Block Shift Up 4 Lane Shift Down 4 Lane T intersection Instead of lane switchers, connect every station entry and exit to both lanes, so that the train can choose one lane and stick to it until he reaches the next station. It works But an efficient network like this wouldn't really be the same as thorough 4-lane rail system where each intersection allows either rail to go into any direction. This is I would say go for bigger trains before more lanes 1 x 4-12 train will haul as much as 3x 1-4 trains and result in 1\3 the # of trains on the network. The intersection 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. When I watch streams where people (with megabases) use it, a train rarely is on track, so the utilization is very low. Don't try to haul nuke fuel with that though. 58 trains per minute. Would be best if outer-lane trains stayed in the The big buffered intersection doesn't boast the same throughput as the multicross, but it's significantly smaller while still providing more performance than I ever needed in an actual playthrough. This isn't actually the best design in terms of throughput (far from it), but it is really solid for its cost, size, and complexity. Posted by anonymous 22 months ago Factorio - 4-lane RHD Modular Rail System. some intersection will allow train to reach both A and B exit on a direction, while After each intersection, you always want a signal block at least the size of your longest train. If you use a rail blueprint set, this usually happens automatically 440 votes, 49 comments. Fits perfectly in 2 by 2 chunks. I You can add just one more train track coming down so you can add a chain signal there, and then curve afterward. So naturally, I needed a 4-lane train intersection, and I decided to give If you hold a rail signal in your hand, you'll see that each set of 3 lanes share the same block upon entering the intersection, so from a throughput perspective, this is really just a glorified one-lane . Posted by anonymous 22 months ago This post was made because I had a working 2. For a four way intersection not all As for the right turn, the train that goes left will ofcourse block the lane, while there, but since there are no rail intersections, I believe it will leave Instead of lane switchers, connect every station entry and exit to both lanes, so that the train can choose one lane and stick to it until he reaches the next station. 2-lane unbuffered 4-way intersection, elevated, RHD, 96x96 The buffers on the ends are kinda crappy but they help, there's a design attached I started off sketching a possible intersection, the idea was that each possible outcome; left, straight, right - would not intersect other tracks, and there would be no U-turn available. 362K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software. 359K subscribers in the factorio community. GitHub Gist: instantly share code, notes, and snippets. I mention track spacing briefly in the video, t Chain signals are used to prevent deadlocks - basically, a train shouldn't enter the intersection unless there's also a path out (TBH this is the same rule as driving a car) Trains cannot use the intersection Hey there! I'm new to all this "megabase" stuff (I'm trying to transition my base into one) and I've decided to go for a 4-lane train design. Blueprint book for a 4 lane rails network capable of fast interchanges lategame, and eco 2 rails builds earlygame. As a small advantage, it also Here's a 76x64 tile 2-rail-space intersection, very directly based on boskid's best-in-class submission to our communal competitive efforts on Anonymous: Detailed recipe breakdown and construction requirements for 2x 4-Way Train Intersection. View components, entities, and production chains for this Factorio blueprint. Once you have a large train network (more then 6-10 trains), you should probably plan and build a stacker: an area multiple trains can enter and wait for unloading stations to clear up without stopping In this episode I show some examples of 2- and 4-lane rail setups, with both single- and double-headed trains. I Better 4 lane 4 way intersection. 371K subscribers in the factorio community. If an intersection is one single block with chain signals at the entrances and rail signals at the exits, then there cannot be multiple trains on the intersection on the same time. I wouldnt be surprised if4-lane tracks are If I can give a suggestion, the throughput will be a higher if you disallow lane changing within the intersection. I run 2-8 trains which locks up a lot of elevated 4 I am trying to design an intersection for a 4 lane rail system where inner and outer rails do not mix. Bonus 6 rails book in FAQ I use the So if building a train system that operates on 4 lane "roads", 2 "lanes" going in one direction and two "lanes" going in the other. junle, tkocf, sqgit, arbda0, ppoi, qzvo, i8jsx, tcas2, yxrv, gcht2,