Intersection that can provide more than one train to pass at the same time.cpy wrote:Name one.
There the train from the west would block the whole intersection, even for the train from the east.
Intersection that can provide more than one train to pass at the same time.cpy wrote:Name one.
Like hitzu pointed it out already: Crossings/Intersections (except for roundabouts maybe) are generally highly inefficient due to lacking the space needed for placing signals required to seperate the two-way traffic into seperate blocks.cpy wrote:Name one.
How exactly you avoid this with separated tracks if you have space there?hitzu wrote:Intersection that can provide more than one train to pass at the same time.cpy wrote:Name one.
There the train from the west would block the whole intersection, even for the train from the east.
Place signals on vertical rail between horizontal ones.cpy wrote: How exactly you avoid this with separated tracks if you have space there?
https://forums.factorio.com/forum/vie ... 983#p96983cpy wrote:Name one.ssilk wrote:Other off-topic: In most cases it's not a good idea to build the rails close together.
That T-junciton looks very pretty and interesting... But would you approach hitzu's intersection of both tracks the same way? At least it would look funny then... like admiting that placing tracks too close results in workarounds. But in the T-junction it doesn't look too bad after all because it integrates very well into the design.DaveMcW wrote:You can always add a track separator if you really need one.
You are so prejudiced.MeduSalem wrote:I mean not a roundabout, because that's been beaten to death already.
Can't help about it. I'm always exploring further alternatives and possibilities... some of them turn out to be good and valid, but others not so much... and for some I simply deny their existence because they are ugly and/or boring or verge on cheating. xDDaveMcW wrote:You are so prejudiced.
Roundabout is simple and powerful, why would you need anything else.
the entire 2 way section should have only chain signalsMorofry wrote:Now with chain signals, making a simple diamond intersection is straightforward enough for single rail applications.I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in making longer blocks as well as having the entire line be able to support more trains overall, increasing efficiency.
https://forums.factorio.com/forum/vie ... 265#p93265Neotix wrote:Anyone know how to build logistic circuit to calculate delta in fixed time interval? I would like to build system to check every X sec if value is rising or dropping.
As ratchetfreak already said, this will cause deadlock. Imagine on the first picture tranin stopped right in the middle of dimond intersection waiting for signal to go right and on the second picture additional oil train waiting on the top line. And then connect two pictures. Now you have a deadlock. Yes, you will need plenty of trains for them to deadlock, but number of trains is still far less then number of normal signal, so we can name this approach deadlock prone. In two-way lines you will need sidings here and ther for trains not to deadlock.Morofry wrote:Now with chain signals, making a simple diamond intersection is straightforward enough for single rail applications.I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in making longer blocks as well as having the entire line be able to support more trains overall, increasing efficiency.
Well, in two-way lines it's better to use a roundabout instead of an intersections. In my my longest lasting map to date, I use this blueprint I extracted using the blueprint-string mod by DaveMcWgizmo wrote:As ratchetfreak already said, this will cause deadlock. Imagine on the first picture tranin stopped right in the middle of dimond intersection waiting for signal to go right and on the second picture additional oil train waiting on the top line. And then connect two pictures. Now you have a deadlock. Yes, you will need plenty of trains for them to deadlock, but number of trains is still far less then number of normal signal, so we can name this approach deadlock prone. In two-way lines you will need sidings here and ther for trains not to deadlock.Morofry wrote:Now with chain signals, making a simple diamond intersection is straightforward enough for single rail applications.I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in making longer blocks as well as having the entire line be able to support more trains overall, increasing efficiency.
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