Fail Safe Rail Crossing Interlock
A circuit controlled rail crossing that detects trains and players.
The goal was to make a crossing that feels safer to walk through without fully blocking the rail system all the time.
What it does
This blueprint controls a rail crossing using gates, lamps, rail signals and combinators.
When a train is coming, the crossing closes the gates and turns the warning lights red.
When the train clears the area, the system waits for a short cooldown, changes the lights, and opens the gates again.
It also detects players near the gates. If a player enters the crossing while it is safe, the circuit enters a protected crossing mode. In this mode, the gates stay open long enough for the player to leave the crossing. If a train approaches while the player is still inside, the rail signals are forced red so the train stops before entering the crossing.
Main features
- Detects train danger using rail signals
- Detects players using gate sensors
- Opens and closes gates automatically
- Controls red, yellow and green warning lights
- Keeps gates open while a player is inside the crossing
- Can force rail signals red during unsafe situations
- Uses a constant combinator for timing configuration
How to use
Place the blueprint over your rail crossing area.
Make sure the rail signals that protect the crossing are connected to the circuit network.
The rail signals before the crossing should be configured to close when X > 0.
The gate controllers should open the gates when O > 0.
The gate sensors should output P when they detect a player.
The lamps should use circuit colors from R and G.
Signal map
B means train danger input from rail signals.
P means player detected by gate sensors.
D means active train danger.
M means protected player crossing mode.
T means train clear timer.
I means player clear timer.
O opens the gates.
X closes the rail signals.
R controls the red lamp channel.
G controls the green lamp channel.
Z is the train clear delay.
