I’m just starting to design my first rail system(LHD), and I’ve encountered some issues while trying to design an intersection.

First, I couldn’t figure out how to make a curve without first attaching to an existing rail which is problematic since nothing in the BP designer can connect with anything outside of it. I got around that by making a BP of just a single curve (after deleting the connecting piece).

The bug where the designer’s bounding box doesn’t visually match was easy to work around once I figured out what was happening. Hopefully the finished blueprint isn’t cut off.

Apparently signals can’t be placed on the ends of tracks. Being unable to attach more rails to these curves inside of the designer means that I have nowhere that the game will allow me to place signals.

Is there a way to make a more complete BP for intersections, or will they be mostly manual each time?

Edit: realized after I posted that the left and bottom curves are going to the wrong side. Glad I noticed before trying to use it.

  • TheRedSpade@lemmy.worldOP
    link
    fedilink
    arrow-up
    3
    ·
    19 days ago

    I read earlier that rails won’t snap between two blueprints, so I already expected to have to lay the majority of the track manually. That coupled with what you’ve said makes it seem as though blueprints are useless for rail networks other than the aesthetics surrounding them. That’s not nothing, but having to manually place all the signals at every intersection will be a chore. I guess I’ll just have to minimize intersections.

    • Scrubbles@poptalk.scrubbles.techM
      link
      fedilink
      arrow-up
      2
      ·
      edit-2
      19 days ago

      It becomes second nature after a while. I recommend dedicating a whole hotbar just to rail, make 1 rail, 2 block signal, 3 path signal, etc. (if you didn’t know that you could do that it’s Ctrl+scroll). I have a few “rail pylon” schematics that I built that are just some steel pylons that are meant for aesthetics to hold the rail. Then in the blueprint I have 2 (or even 4) tracks that just shoot off into thin air after the pylon. These are purely 100% for snapping the last pylons’ rails to the new one. Then after they are snapped I remove the new floating rails out in front, and I’m ready to repeat the process at the next pylon.

      This makes perfectly straight rails, or perfectly curved ones even if I’m going great distances. I usually zoop some foundations along the base, snap the pylons to that, add the rails, then remove the foundations and extend the pylon into the ground.

      Edit you can see some of it here : https://poptalk.scrubbles.tech/post/515298