Originally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school). Authorship preserved from the public catalog.
What is this?
A modular 2-track LHD rail system.
Characteristics
The system is roughly based on block length rather than a grid.
Blocks have generally a 4-car length unless interrupted by chain signals. (there are a couple of exceptions tho')
Includes:
-- basic straight and curved blocks,
-- many 3-way junctions and "splits" to better control unnecessary connections,
-- a couple 4-way intersections,
-- multiple options for outpost access. (mono- or bi-directional exit/entry tracks that you can overlay and combine)
Does NOT include:
-- turning loops or roundabouts. (LOOPS ARE BAD or so i've been taught)
-- upgrade option for 4-track layout. : (
Prepare for a lot of pictures.
Distances
Straight rail separation = 2 rail widths
Diagonal rail separation = 4 rail widths
Hopefully a common enough design to be compatible with yours! \o/
Basic blocks
note: the diagonal tracks' distance in the "straight 90° curve" is actually 5 rails. This allows you to paste a T intersection on this curve at a later time. : \ (it drives me mad a little, sorry if it happens to you as well.)
Straight T junction and splits
Straight Y junction and splits
yeah it looks kinda weird but... ¯\_(ツ)_/¯ c'mon, it's not that bad. Those "bumpy" rails allow for a more compact design with decent block separation.
In the split blueprints you can "straighten out" some of those curves manually if you don't intend on pasting the three-way junction later on.
Straight Y "left tilt" junction and splits
Straight Y "right tilt" junction and splits
Diagonal T junction and splits
note: the bottom right corner blueprint is "diagonal T split 3". In this picture there's an extra chain signal that does not appear in the blueprint book. It's the chain signal on the rightmost track that goes from NE to SE.
Diagonal Y junction and splits
what has been said about the straight Y junction and splits is true for diagonal ones as well.
Diagonal Y "left tilt" junction and splits
Diagonal Y "right tilt" junction and splits
4-way crossings
the straight 4-way crossing comes from this thread on factorio forums, it's called "COMPACT" and can be found in the 2-lane section. protip: try to avoid using 4-way crossings in favor of multiple 3-way branches.
Outpost access
top row, left to right:
straight entrance,
straight exit,
diagonal entrance,
diagonal exit.
bottom row, left to right:
straight mono in/out right,
straight mono in/out left,
diagonal mono in/out right,
diagonal mono in/out left.
Outpost access combination examples
"entrance" and "exit" blueprints can be overlaid to obtain a bidirectional 1-track connection.
"mono in/out" prints can be connected like in these examples to connect another 1-track section at different angles.
Why?
I wanted a big collection of branching T and Y junctions because I often find myself removing tracks from intersections to avoid creating unwanted loops.
Also I wanted to be able to use diagonal rails easily. I would like seeing more organic designs of rail networks, rather than these huge, straight, regular grid designs that don't make use of the landscape's features at all... but yeah, idk. : \
This book should theoretically be quick and easy to use, while also allowing fine control over how lines branch.
So yeah. If you have any suggestion, encounter any problem or have anything else to say feel free to contact me here or by sending a PM on factorio forums if the disquis registration is too much of a pain in the ass for you. I've been there, i would understand.
hopefully no typos/mistakes! D:
PS: I forgot to mention that the blueprint names suck!!!! Just scroll until you find the one you need and paste away!
if you've got nothing better to do you should, like, totally check out my other 'prints and stuff! ; ]