Reasonable.txt Blueprint book (2.07 KiB) Downloaded 1251 times Let's see how this could look in a system.īy applying partitioning to 3- and 4-way intersections and splits/merges we get a system that can look like so: The effectiveness of this varies heavily depending on how you've organized your train system, usually we're looking at at least 2x over all performance increase. As we use chain signals we still avoid the earlier mentioned deadlocks but we can now allow trains that don't use the same pieces of track to run simultaneously. The simplest way to increase the throughput of our system is to use chain signals to partition it into different pieces. While this system is not really that useful we can use it as a base to build on. The throughput will be absolutely abysmal, only one train can actually travel at a time as everything but the stations is the same block. If you try to use two trains they would both be stuck at the stations waiting for the other to move. The only thing you have to be careful of is that you don't have more trains on a route than you have train stops: If you have a route between two train stops you can only have one train on that route. That's basically it, just connect these station pieces to each other with track and you're done, no more signals needed. Worst.txt Blueprint book (849 Bytes) Downloaded 727 times This is actually all we need to make a really basic, but reliable, train system, so let's do that. Chain signals even work fine for train stops: We also don't need rail signals at all to build basic systems, chain signals can cover all our needs, which is super amazing as we can skip one assembler. The reason for these rules is to avoid deadlocks like this: Or in other words: Rail signals may only be placed on one-way track. Now that we have two-way track it's time to cover a simple signalling rule* that will remove almost all risk of deadlocks: The only signals you are allowed to place on two-way tracks are chain signals. If signals are placed on both sides but not opposite to each other the track becomes a "no-way" track: it can't be used by automatic trains but still traversed manually. If signals are only placed on one side the track becomes one-way. ![]() The example below shows two different two-way tracks. That said, a two-way rail system will get you really far, by the time you may start to need to upgrade to a serious dual-lane system you'll probably have a small army of construction bots at your disposal to do the upgrade anyway.Īs automatic trains can only pass signals if they're on their right, a two-way stretch of track needs either opposing signals or no signals. A pretty basic one-way dual track system will likely support at least 10x the throughput of a two-way system, a well designed one will support even more. The main drawback is, of course, throughput. Compared to one-way dual-track systems you'll save about 50% on the rails an probably at least 75% on signals, not much in the grand scheme of things but noticeable during the initial setup. The main motivation for using two-way rails is that they're cheap and super easy to build, especially before bots and blueprints. Hopefully this will cover the most common pitfalls but if I've missed something, or if something is unclear, please let me know and I'll try to include/fix that. This guide aims to explain how to set up simple and reliable two-way rail systems, how to signal/schedule them to avoid deadlocks and some techniques to address throughput issues.
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