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.

- 07-01-2025, 06-20-06.png (64.07 KiB) Viewed 197 times
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.

- 07-01-2025, 07-00-31.png (48.54 KiB) Viewed 197 times
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):

- 07-01-2025, 07-30-11.png (47.59 KiB) Viewed 197 times
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.