Wow, that is one weird junction...Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing.Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
![]()
3 and 4 way intersections
- BraveCaperCat
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Re: 3 and 4 way intersections
Creator of multiple mods, including Quality Assurance - My most popular one.
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Re: 3 and 4 way intersections
Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.
Hourglass 4-way: ~93 TPM

Tulip 3-way: ~76 TPM

Hourglass 4-way: ~93 TPM

Tulip 3-way: ~76 TPM

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Re: 3 and 4 way intersections
Compared to the other junction I mentioned, these are much cleaner.stupidfathobbit wrote: Sun Nov 24, 2024 2:11 am Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.
Hourglass 4-way: ~93 TPM
Tulip 3-way: ~76 TPM
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Re: 3 and 4 way intersections
First train intersection design I've made myself (Romayne)
Score 176.74, settings shown in attached image.
2-lane buffered(?) 4-way intersection, elevated, RHD, 212x222
and
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 without them too which gets considerably less TPM

W/ Vestigal buffers
W/O vestigal buffers
Ohh my god did I make the same overall design as the person above me. LMAO. Not intentional :v
Score 176.74, settings shown in attached image.
2-lane buffered(?) 4-way intersection, elevated, RHD, 212x222
and
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 without them too which gets considerably less TPM

W/ Vestigal buffers
W/O vestigal buffers
Ohh my god did I make the same overall design as the person above me. LMAO. Not intentional :v
Re: 3 and 4 way intersections
Decided to also make a 3-way!
4 spacing, RHD, almost but not quite a 3x3 chunk build, but made to be aligned for such. Has a few bits of buffering, and it seems to pay off!

4 spacing, RHD, almost but not quite a 3x3 chunk build, but made to be aligned for such. Has a few bits of buffering, and it seems to pay off!

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Re: 3 and 4 way intersections
Nice, will add them=)stupidfathobbit wrote: Sun Nov 24, 2024 2:11 am Designed a couple of new intersections. 4 spacing RHD, chunk aligned with power poles, buffered for up to 6 length trains in every direction. 3x3 chunks for the 4-way, 3x2 for the 3-way. Can get slightly higher TPM by signal spamming but I didn't care to double the signal count for ~5 more TPM. Quite proud of these, managed to exceed all my design goals and they look great as well. As of this posting I believe the Hourglass is the only 3x3 chunk intersection with room for proper chunk power poles and buffering - I searched extensively and couldn't find any others.
Hourglass 4-way: ~93 TPM
Tulip 3-way: ~76 TPM
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Re: 3 and 4 way intersections
Great! It's awesome that there are multiple spacing options. I added them. I didn't test all the varieties, though.Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing. I may or may not have made up the name Behlertrumpet.
Behlertrumpet
4 lane
RHT, 2-4-2 tile spacing
RHT, 4-4-4 tile spacing
Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
Shortened hybrid cloverleaf windmill interchange
2 lane
RHT, 2 tile spacing
RHT, 4 tile spacing
RHT, 6 tile spacing
![]()
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Re: 3 and 4 way intersections
Great! I added them all, Though I added a name, it would be good if you gave me another.Romayne wrote: Thu Nov 28, 2024 6:55 pm First train intersection design I've made myself (Romayne)
Score 176.74, settings shown in attached image.
2-lane buffered(?) 4-way intersection, elevated, RHD, 212x222
and
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 without them too which gets considerably less TPM
W/ Vestigal buffers
W/O vestigal buffers
Ohh my god did I make the same overall design as the person above me. LMAO. Not intentional :v
The forum should now have all the designs updated, ping me if I missed a post.
Re: 3 and 4 way intersections
I just double checked the blueprints for Spaghetti Junction and I accidentally left a small mistake in the variant with 4-4-4 tile spacing so here is a link with the corrected variant and I hope it will be updated with the small correction. Spaghetti Junction got misplaced with 2 lane intersections and a score of 98.88 indicates that the intersection also got mistakenly tested as a 2 lane intersection.Factoriointersection wrote: Sat Nov 30, 2024 7:11 pmGreat! It's awesome that there are multiple spacing options. I added them. I didn't test all the varieties, though.Hovedgade wrote: Sun Nov 24, 2024 12:18 am I got some intersection designs that unfortunately uses bridges (paywalled behind a DLC) but thankfully the throughput is great according to my testing. I may or may not have made up the name Behlertrumpet.
Behlertrumpet
4 lane
RHT, 2-4-2 tile spacing
RHT, 4-4-4 tile spacing
Spaghetti junction
4 lane
RHT, 2-4-2 tile spacing
RHT 4-4-4 tile spacing
Shortened hybrid cloverleaf windmill interchange
2 lane
RHT, 2 tile spacing
RHT, 4 tile spacing
RHT, 6 tile spacing
![]()
It would also be great if all the varieties of the intersections I shared (including the varieties of small turbo roundabout) got included with correct labeling of spacing and it also seems that Behlertrumpet is completely missing which probably is a mistake.
I'm sorry if I sounded a bit harsh but I still want to thank you for maintaining this topic.
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Re: 3 and 4 way intersections
Thanks! Just call me out if you find errors like that! I needed to adjust the script to include 3 way 4 lanes!Hovedgade wrote: Sat Nov 30, 2024 8:52 pm
I just double checked the blueprints for Spaghetti Junction and I accidentally left a small mistake in the variant with 4-4-4 tile spacing so here is a link with the corrected variant and I hope it will be updated with the small correction. Spaghetti Junction got misplaced with 2 lane intersections and a score of 98.88 indicates that the intersection also got mistakenly tested as a 2 lane intersection.
It would also be great if all the varieties of the intersections I shared (including the varieties of small turbo roundabout) got included with correct labeling of spacing and it also seems that Behlertrumpet is completely missing which probably is a mistake.
I'm sorry if I sounded a bit harsh but I still want to thank you for maintaining this topic.
I fixed most of those issues, something with needing different names when grouping intersections.
What was the issue with the turbo intersections?
Re: 3 and 4 way intersections
It's missing some extra variations that I included in a blueprint string found in this reply: viewtopic.php?p=640184#p640184Factoriointersection wrote: Sat Nov 30, 2024 9:40 pm What was the issue with the turbo intersections?
Re: 3 and 4 way intersections
Hmm of course I forgot a name :P thought about it a bit and I think Messy Hourglass works, with the buffered ends being Messy Buffered Hourglass. Feels right to go off the name of the design so similar above it.Factoriointersection wrote: Sat Nov 30, 2024 7:24 pm Great! I added them all, Though I added a name, it would be good if you gave me another.
The forum should now have all the designs updated, ping me if I missed a post.
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Re: 3 and 4 way intersections
I'm glad to see more designs coming out, however, is there any thought to adding a new metric to these designs, such as the amount of ingredients used in these blueprints? When I look at the original post and look for designs, I want to be able to sort through that kind of data. I want a good score, but minimal supplies needed.
Re: 3 and 4 way intersections
TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a flawed assumption with the new planets.
Of course this introduces a lot of possible permutations, but hey, more possibilities for designs.
Of course this introduces a lot of possible permutations, but hey, more possibilities for designs.
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Re: 3 and 4 way intersections
I did add support for elevated exits:)Arcus wrote: Mon Dec 02, 2024 6:33 am TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a flawed assumption with the new planets.
Of course this introduces a lot of possible permutations, but hey, more possibilities for designs.
Re: 3 and 4 way intersections
Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.
The trains per minute on the 3-way intersection is only 70-80 though.
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Re: 3 and 4 way intersections
I've never had enough trains to go even past 1 every few minutes (in my 1.1 save, I never used trains in 2.0) - let alone on the same junction.notnilc wrote: Tue Dec 03, 2024 1:44 pm Made a rail book that fits between city blocks.
The trains per minute on the 3-way intersection is only 70-80 though.
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Re: 3 and 4 way intersections
Hey, I made my first non-crossing intersection the last couple of days. I ended up with this design kind of by starting with one element, and then fitting everything around that, trying to keep it reasonably small. I learnt a few things from the examples here and from the testbench, like the difference the number of signals can make to the scores, but also about buffering, which I hadn't been considering when making naive crossings.
Anyway, I really like the slimline cross and cube - I'd use slimline cross for my own game except I use 4 tile separation, and modifying slimline cross really messes with the amazing symmetry of the design. So I'll probably stick with my not-so-slimline design for now.
Anyway, I really like the slimline cross and cube - I'd use slimline cross for my own game except I use 4 tile separation, and modifying slimline cross really messes with the amazing symmetry of the design. So I'll probably stick with my not-so-slimline design for now.
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Re: 3 and 4 way intersections
I'd call it the S-Junction because the elevated rails almost make an S shape.yaongi wrote: Thu Dec 05, 2024 1:43 pm Hey, I made my first non-crossing intersection the last couple of days. I ended up with this design kind of by starting with one element, and then fitting everything around that, trying to keep it reasonably small. I learnt a few things from the examples here and from the testbench, like the difference the number of signals can make to the scores, but also about buffering, which I hadn't been considering when making naive crossings.
Anyway, I really like the slimline cross and cube - I'd use slimline cross for my own game except I use 4 tile separation, and modifying slimline cross really messes with the amazing symmetry of the design. So I'll probably stick with my not-so-slimline design for now.
yaongi mk i.png
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: 3 and 4 way intersections
$-junctionBraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.
