These train tracks are
- Right-hand-drive
- Include power lines, signal lines and lights
- are grid-based (see here on how to toggle it),
- Include on-track bubbles for stations that should trains with a total number of 3 wagons
Additionally, there are blueprints with walls:
- with train tracks
- with defenses
- connected flamethrowers - just add oil
- power-toggled lasers (they join the power grid as soon as enemies are detected)
Notes on the tracks
The tracks are grid-based, and interlock via the power lines. This means that if you align the first track against the grid, it will continue to be grid-aligned if the power poles line up. See the link above on how to toggle the grid. The walls also interlock on the grid and will fit the rails. The only dependency is that a Gate should be placed before the external part of the track, otherwise you will need to remove one Big Electric Pole and a light.
One easy guide to interlock is the 2x big power poles; they will match from one tile to the next.
Notes on the lasers
The lasers in the wall blueprints are connected to the grid with a power switch; this minimizes their power draw while not firing. This is accomplished by having a pilot laser that is always on, and connected to a micro grid containing just that laser, a power pole, one combinator and an accumulator (that is participating in this and the main power grid). When the pilot laser fires, the draw from the accumulator goes to maximum, the combinator gets power-starved, another combinator powered by the main grid detects this and the power switch to the grid turns on. When no enemies are present, The pilot laser stops firing, giving the accumulator time to recharge, which then allows the combinators to detect that and turn off the laser walls. The total idle power draw is 26kW (one laser + 2 combinators).
Note that in case of brown-outs you need to have enough capacity to power the entirety of the laser grid, as otherwise the idle detection fails and the laser wall is continuously turned on.
If you feel that having a single point of failure (the pilot laser) is too dangerous, there is room for up to two other lasers as pilot lasers in the blueprints.
If you feel that all those lasers are overkill, in a vanilla game one laser every 6 tiles is enough to defend most assaults with minimal damage that a single construction robot can repair.
