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Re: 3 and 4 way intersections

Posted: Tue Jul 22, 2025 6:03 pm
by Warmowed
Hey all,

I wanted to post this here first since I saw that for the 4 way, 4 lane intersections there were no 2.0 intersections that did not include elevated rail. This intersection is part of a book I'm putting together for a co-op save I have been playing on base 2.0 factorio. We are getting ready to go from a 2 lane system to a 4 lane system in our save and wanted things to be mostly compatible with a train book by VeryGoldGolden over on factorio codex. So we have inherited the spacing and quirks of our system from that. Using Avona's 1.1 legacy christmas intersection as inspiration for how to do the signaling I made this fully 2.0 on ground intersection.

This is a basic 4 Lane, 4 Way, RHD, Unbuffered, On ground intersection



Image of the intersection
Image of the intersection
basic4wayintersection_1.png (368.93 KiB) Viewed 1900 times

Here is the results via the train tester scenario with fully default settings (2-4-0 Train) Score is 71.88
Test results with standard settings (2-4-0 Train)
Test results with standard settings (2-4-0 Train)
basic4wayintersection_2-4_Train_Standard_Scenario.png (39.93 KiB) Viewed 1900 times

Also included are the results from the scenario set to 1-3-0 Train which is relevant to myself, but if I am going to take the data I will share it :) Score is 68.94
Test results with settings to match my current save (1-3-0 Train)
Test results with settings to match my current save (1-3-0 Train)
basic4wayintersection_1-3_Train.png (41.75 KiB) Viewed 1900 times

This intersection is nothing to write home about for sure but since there wasn't anything catalogued on the main post of this topic I figured I would share!

Re: 3 and 4 way intersections

Posted: Wed Jul 23, 2025 2:33 am
by Old_and_Putrid
Hey again guys,

Hope you are all well. Been working a bit more, a little on the intersection, a little on some content.

As mentioned before, I wanted to create a YouTube channel, which I have now done. It will be solely unedited long-play, no commentary style videos, as I see that this content is somewhat popular and it fits my playstyle. I would recommend anyone checking the channel out to read the description so you can understand what to expect.

It will be some time before we get to any megabase-scale production to warrant the junction featured here, as I am still playing through the "story mode" - but in video 5 you will see me designing aspects of the block module in the rail editor, as a bit of a tease I guess. My videos are scheduled to drop once every 3 days at 6pm, as I am told this will help my channel grow.

Not sure if I can advertise here but I suppose the mods can just reject my post if not:

https://www.youtube.com/@Department-of-Inefficiency

I did also mention that I had been working on the intersection. It's less tuned for smaller trains now, but I realised that running 12-96 trains works pretty damn well at around 19-20tpm. My maths was out before, it would have been from as little as 73,600 items, not 736,000. My new figure is a little lower, because I changed some stuff to make it look nicer, but let's be honest, it'll never see those numbers. Here's a pic:
07-23-2025, 03-30-46.png
07-23-2025, 03-30-46.png (172.25 KiB) Viewed 1832 times
Just to be clear, I am running this on the everything test, with uncommon fuel (if I try to use better fuel, it shortens the train length on the incoming East lines) Anyway, take care for now!

Re: 3 and 4 way intersections

Posted: Tue Aug 19, 2025 6:39 pm
by Old_and_Putrid
Hello again all.

Hope you are well. Been working on some more stuff. I made a new 8 lane design with dedicated exits, no diverges or converges. I suppose I could tighten up the signalling to improve performance but it's not something I plan on using, more of a concept than a practical design, but I suppose it works alright if you plan on using 8 lanes in your megabase.

https://factoriobin.com/post/46m28r

BP here for anyone that wants it, feel free to use it, a mention and a link to my channel would be appreciated.

It does around 80-90TPM for 12-96 trains (this is with normal fuel), so plenty of headroom.

I've also undergone a bit of a rebrand, I have been streaming on Twitch for about a week, feel free to drop in sometime and let me know you're from the forum:

https://www.twitch.tv/tamagotchi_tim

Schedule is on the page, so you know what to expect. I might be on tonight, a bit later on in the evening.

Take care for now guys, and hope to see some more cool designs here soon!

Re: 3 and 4 way intersections

Posted: Thu Oct 30, 2025 3:45 am
by MyaSSSko
I like to work on my cityblock blueprint, and for newer version, i now switching back to 4-lane setup, where are trains with and without resources moves only on inner or outer sides.
So for that, i needed new intersection. The closest one was celtic turbine v2, but it was different size, hard to adjust, so i designed my own, based on that.
It went surprisingly well, also simmetrical. It has roughly similar efficiency on 2-4 trains, but just chunk-aligned

It fits 4x4 chunks, and thats the main purpose why it was made.
10-30-2025, 10-36-53.png
10-30-2025, 10-36-53.png (3.62 MiB) Viewed 427 times
spacing is 6-8-6
it has pretty decent efficiency with roughly 200 2-4 trains per minute(on default testbench setting, very similar to celtic turbine):
10-30-2025, 10-40-45.png
10-30-2025, 10-40-45.png (2.16 MiB) Viewed 427 times
And 330-340 1-1 trains which i use(celtic turbine can do 320-330), if i set "maximum trains per minute" to 50 and "everything test":
10-30-2025, 10-43-20.png
10-30-2025, 10-43-20.png (2.65 MiB) Viewed 427 times
Factoriobin link is here: https://factoriobin.com/post/4zg1p7

also, there were roundabout first version, but because of poor signaling it can softlock itself, i decided not to stick with it, but if someone needs it..
https://factoriobin.com/post/kuqxzz

Re: 3 and 4 way intersections

Posted: Fri Oct 31, 2025 11:53 pm
by kpreid
I just discovered this thread and thought I’d share a design I recently came up with for a small 3-way intersection using elevated rails. I tend to build densely, so my biggest train problem is having enough room to fit all the intersections and stations far enough apart from each other and the actual factory. This 2-lane, RHT intersection is only 50 × 44 and the testbench gives it a score of 71.57 with default settings — not as much throughput as any of the currently listed 3-way intersections but smaller than all of them. The elevated crossing means that south-to-east and east-to-north trains block each other (fixing that would make this identical to “Bottle”), but lets it be a lot smaller.
Screenshot 2025-10-31 at 16.45.18.png
Screenshot 2025-10-31 at 16.45.18.png (728.85 KiB) Viewed 378 times

Re: 3 and 4 way intersections

Posted: Fri Nov 14, 2025 1:09 pm
by domar
Hi everyone!

I just designed a 128x128 RHT 4-way intersection. Based on vibes, lots of guesswork and hope. Designed for my 20k SPM vanilla+elevated rails run.
Main motivation was to have the middle spot be occupied by the Big Electric Pole, so that the power lines in my factory run straight on the map and also to have a pretty aesthetic crossing, especially when viewed from the map.
factorio_wXbKBUkEAn.png
factorio_wXbKBUkEAn.png (1.01 MiB) Viewed 109 times
factorio_Rpygyl3ttD.png
factorio_Rpygyl3ttD.png (23.68 KiB) Viewed 109 times