Unfortunatly, it look like the exact same as viewtopic.php?p=623353#p623353 which deadlock the test with current signaling.Meorin wrote: Wed Apr 23, 2025 6:33 pm Took me 2 hours of trial and error, just to end up at a cloverleaf interchange, but since it wasn't posted before, here we go:
Benefits: very few elevated rails and u-turn, exactly what I wanted for my first train setup.
3 and 4 way intersections
Re: 3 and 4 way intersections
Re: 3 and 4 way intersections
Damn it. Didn't see that one. Mine is very close but not the same. Got 8 more signals and with those extra signals it just went through a 1000min test without getting into a deadlock (LHT). You had me paranoid those 2 hours ended up in a flawed design but looks good to me still. Will test RHT for 1000min as well, just to be sure.mmmPI wrote: Wed Apr 23, 2025 7:26 pmUnfortunatly, it look like the exact same as viewtopic.php?p=623353#p623353 which deadlock the test with current signaling.Meorin wrote: Wed Apr 23, 2025 6:33 pm Took me 2 hours of trial and error, just to end up at a cloverleaf interchange, but since it wasn't posted before, here we go:
Benefits: very few elevated rails and u-turn, exactly what I wanted for my first train setup.

Re: 3 and 4 way intersections
Maybe because there is only the set 1 ?Meorin wrote: Wed Apr 23, 2025 8:18 pm Damn it. Didn't see that one. Mine is very close but not the same. Got 8 more signals and with those extra signals it just went through a 1000min test without getting into a deadlock (LHT). You had me paranoid those 2 hours ended up in a flawed design but looks good to me still. Will test RHT for 1000min as well, just to be sure.
Re: 3 and 4 way intersections
I doubt that running only set one caused the lack of deadlocks. (I tested a couple of different LHD cloverleaf designs earlier today, and both deadlocked on set one within 90 minutes. But my designs didn't have all those extra signals).
Here is what a potential deadlock situation looks like. (Handcrafted. It is possible that the timings in the testbed never actually line up to produce this particular situation. But theoretically it could happen).Meorin wrote: Wed Apr 23, 2025 8:18 pm Got 8 more signals and with those extra signals it just went through a 1000min test without getting into a deadlock (LHT).
Re: 3 and 4 way intersections
It would be hard to believe that a full test doesn't yield a deadlock , or it would mean the test needs to be refined imo, because without chain signals and proper 2-4 trains my tests on linked bp resulted in deadlock all the time. So i thought maybe an old version of the test that was only done with trains coming from "some" direction that would be different for set 1 and 2 and 3 could have lead to a result with with only set 1 no deadlock occured.Zavian wrote: Tue May 20, 2025 7:45 pmI doubt that running only set one caused the lack of deadlocks. (I tested a couple of different LHD cloverleaf designs earlier today, and both deadlocked on set one within 90 minutes. But my designs didn't have all those extra signals).
Re: 3 and 4 way intersections
It's obviously bad for longer trains, which this thread is clearly focused on, but I would like to at least document the humble roundabout. It's not megabase worthy, but I like to do smaller-scale grid-based stuff for easy supply chain management with 1-1 trains, so it's very useful to know about for someone like me.
After some testing and tweaking, I can conclude:
After some testing and tweaking, I can conclude:
- Works decently for 1-1 trains
- Functional for 1-2 trains, but noticeably slower
- Deadlocks on anything longer
- Deadlocks can be worked around by turning all the inner signals into chain signals, at a cost of overall throughput
Last edited by dryvnt on Sun Jun 01, 2025 3:49 pm, edited 11 times in total.
Re: 3 and 4 way intersections
Oh no, I seem to have had mods enabled (K2) that changed the results a bit. I apologize, that is my mistake for being inattentive. I have removed the misleading data from my post above. Here are some more accurate results for the humble roundabout:
1-1 score: 58.76 (90-min test)
1-1-1 score: 38.55 (90-min test)
1-3 score: 27.61 (modified signals, 30-min test)
Seeing how the results scale, I decided it wasn't worth investigating larger train sizes. The numbers are clear: The humble roundabout is obviously only worth considering for 1-1 trains, but specifically for 1-1 trains it performs very impressively for its footprint IMO.
1-1 score: 58.76 (90-min test)
1-1-1 score: 38.55 (90-min test)
1-3 score: 27.61 (modified signals, 30-min test)
Seeing how the results scale, I decided it wasn't worth investigating larger train sizes. The numbers are clear: The humble roundabout is obviously only worth considering for 1-1 trains, but specifically for 1-1 trains it performs very impressively for its footprint IMO.
Re: 3 and 4 way intersections
3-Way / 2Lane / Elevated
highest score 87.77
The average TPM is 86 ~ 87
increased traffic by controlling the signal circuit
https://factoriobin.com/post/rij5jy
highest score 87.77
The average TPM is 86 ~ 87
increased traffic by controlling the signal circuit
https://factoriobin.com/post/rij5jy
Last edited by Taso4784 on Thu Jun 19, 2025 11:54 pm, edited 1 time in total.
Re: 3 and 4 way intersections
3-Way / 2Lane / One plane
It's a very simple design, but it improves traffic by adding and optimizing signals
Average score 41~42
https://factoriobin.com/post/bz5ndy
It's a very simple design, but it improves traffic by adding and optimizing signals
Average score 41~42
https://factoriobin.com/post/bz5ndy
Re: 3 and 4 way intersections
Hi, this is for a 1-2-1 train, or any train that is 4 total in length, I suppose. Size is 96 x 96
I don't have a lot of experience making intersections, so maybe this isn't perfect. I'm open to input/suggestions, or if somebody else wants to improve it that is fine too. I came up with this on my own and realized it looks a lot like another 4-way posted here after I had already made it.


I don't have a lot of experience making intersections, so maybe this isn't perfect. I'm open to input/suggestions, or if somebody else wants to improve it that is fine too. I came up with this on my own and realized it looks a lot like another 4-way posted here after I had already made it.


Re: 3 and 4 way intersections
3-Way / 2Lane / One plane
Average score 62
I came up with an idea and made it
https://factoriobin.com/post/jk7ocj
Average score 62
I came up with an idea and made it
https://factoriobin.com/post/jk7ocj
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Re: 3 and 4 way intersections
4-Way / 2Lane / One plane
The structure is the same as the 'simple' already posted, but the traffic is increased by adding a signal
Average score 51~52
https://factoriobin.com/post/w81kra
The structure is the same as the 'simple' already posted, but the traffic is increased by adding a signal
Average score 51~52
https://factoriobin.com/post/w81kra
Re: 3 and 4 way intersections
4-Way / 2Lane / One plane
Looking at the big intersection posted, I wanted to make it too
Average score 100
https://factoriobin.com/post/zshegw
Looking at the big intersection posted, I wanted to make it too
Average score 100
https://factoriobin.com/post/zshegw
Last edited by Taso4784 on Tue Jun 24, 2025 4:57 am, edited 1 time in total.
Re: 3 and 4 way intersections
4-Way / 2Lane / Elevated
Compact design
Traffic is good for its size. I don't know why
Average score 104~105
https://factoriobin.com/post/ah4xeo
Compact design
Traffic is good for its size. I don't know why
Average score 104~105
https://factoriobin.com/post/ah4xeo
Re: 3 and 4 way intersections
4-Way / 2Lane / Elevated
Large design for traffic
Add a lot of signals, and at the end, the circuit controls the signals
Average score 120~121
https://factoriobin.com/post/2er98w
Large design for traffic
Add a lot of signals, and at the end, the circuit controls the signals
Average score 120~121
https://factoriobin.com/post/2er98w
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Re: 3 and 4 way intersections
Hey guys,
Been working on this for far too long now and I think I'm at a point where I'm happy with it. I had configurations that ran better TPM for the testbench, but this is the one I'm sticking with, they've all been deleted or corrupted anyway.
I don't know how many chunks that is exactly but it's 358 x 444 tiles. I dub it the Yorkshire Tumble Dryer, mainly because it sounds funny and I thought it would be a spin on the Celtic Turbine, included for scale, also, I guess it is a bit square, and I'm from Yorkshire.
The junction is grade-separated, all turns diverge upon entering, and merge on exit.
It runs a steady 105 TPM with 2-4 trains, which isn't particularly special in any regard, and the thing is stupidly big for any other reason than for why I designed it.
If I'm being silly with it and run it with 1-1 trains, fully saturated, with legendary fuel, it gets up to about 230tpm, which is also a bit pointless and isn't that good compared to more compact designs.
It will happily sit around 24 TPM all day long with 10-80-10 trains fully saturating all incoming lanes (using legendary fuel and the "Everything" test), and never deadlocks. Ever. Which is apparently some sort of feat according to ChatGPT, but that guy is a moron. I don't have a screenshot of the long tests because I didn't save any, and I can't be bothered waiting for my computer to fry it's way through another long test, so here's a short one instead (they take ages):
It also seems to be able to handle trains of mixed lengths without issue, I found this out when trying to crank the simulation up to 140-car trains, if I do it in the box, it crashes the game, and deletes anything I'd made in the scenario, and also corrupts the blueprint, luckily I'd already saved a copy or 3
If I place the blueprint manually, it works, but it spawns odd trains (140 car trains from 3 directions and from the fourth direction it sends 4 car trains, basically just 4 engines), not sure whether my intersection is just breaking Factorio rail logic or if it's just not designed as well as the mod would like it to be, only time will tell.
This was a happy accident, knowing that I can have insanely large and very small trains on the same tracks without issue means I don't need to worry about running concurrent setups, and my existing infrastructure need not be torn down for some time.
Anyway, after a bit of maths, that's theoretically anywhere from as little as 736,000 up to 14,720,000 items running through the intersection, per minute, stack size dependent.
I'm planning on using this as a corner section for my currently in-planning modules, an homage to the hub & spoke concept that works so well, but tessellable, like a city block. These aren't your regular city block modules, they're probably going to be about 400 regular city blocks, as I'm looking for some room when I'm able to scale at a grander pace, we're going big on this one boys.
The notable features of my design are that it implements lane changing, and U-turns, making it more suited to my block concept, than for raw throughput alone. Clearly I may never see the day that this junction would ever be fully saturated as I'm sure even my 13900k and 4070 will melt long before I have 1000 of said city blocks running at full capacity, but it's nice knowing that I've made a rail system that will handle basically anything I throw at it.
Sadly, due to the aforementioned project, which I plan on making into a YouTube video series at some point, I can't share the blueprint. I can perhaps share an old, non-grid aligned version from before I figured out grid spacing properly, for someone to figure out for themselves, in the future, maybe.
I'm gonna go to bed now, let me know what you think.
Been working on this for far too long now and I think I'm at a point where I'm happy with it. I had configurations that ran better TPM for the testbench, but this is the one I'm sticking with, they've all been deleted or corrupted anyway.
I don't know how many chunks that is exactly but it's 358 x 444 tiles. I dub it the Yorkshire Tumble Dryer, mainly because it sounds funny and I thought it would be a spin on the Celtic Turbine, included for scale, also, I guess it is a bit square, and I'm from Yorkshire.
The junction is grade-separated, all turns diverge upon entering, and merge on exit.
It runs a steady 105 TPM with 2-4 trains, which isn't particularly special in any regard, and the thing is stupidly big for any other reason than for why I designed it.
If I'm being silly with it and run it with 1-1 trains, fully saturated, with legendary fuel, it gets up to about 230tpm, which is also a bit pointless and isn't that good compared to more compact designs.
It will happily sit around 24 TPM all day long with 10-80-10 trains fully saturating all incoming lanes (using legendary fuel and the "Everything" test), and never deadlocks. Ever. Which is apparently some sort of feat according to ChatGPT, but that guy is a moron. I don't have a screenshot of the long tests because I didn't save any, and I can't be bothered waiting for my computer to fry it's way through another long test, so here's a short one instead (they take ages):
It also seems to be able to handle trains of mixed lengths without issue, I found this out when trying to crank the simulation up to 140-car trains, if I do it in the box, it crashes the game, and deletes anything I'd made in the scenario, and also corrupts the blueprint, luckily I'd already saved a copy or 3

This was a happy accident, knowing that I can have insanely large and very small trains on the same tracks without issue means I don't need to worry about running concurrent setups, and my existing infrastructure need not be torn down for some time.
Anyway, after a bit of maths, that's theoretically anywhere from as little as 736,000 up to 14,720,000 items running through the intersection, per minute, stack size dependent.
I'm planning on using this as a corner section for my currently in-planning modules, an homage to the hub & spoke concept that works so well, but tessellable, like a city block. These aren't your regular city block modules, they're probably going to be about 400 regular city blocks, as I'm looking for some room when I'm able to scale at a grander pace, we're going big on this one boys.
The notable features of my design are that it implements lane changing, and U-turns, making it more suited to my block concept, than for raw throughput alone. Clearly I may never see the day that this junction would ever be fully saturated as I'm sure even my 13900k and 4070 will melt long before I have 1000 of said city blocks running at full capacity, but it's nice knowing that I've made a rail system that will handle basically anything I throw at it.
Sadly, due to the aforementioned project, which I plan on making into a YouTube video series at some point, I can't share the blueprint. I can perhaps share an old, non-grid aligned version from before I figured out grid spacing properly, for someone to figure out for themselves, in the future, maybe.
I'm gonna go to bed now, let me know what you think.
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