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Basically, there is a set of "rules" that allow you to easily do signals for those:
1/ In long stretches without intersections, have standard rail signals at regular intervals (to allow multiple trains to follow each others since they are going in the same direction).
2/ Right before intersections (for the incoming rails) and through the whole intersection, use chain signals.
3/ Right after an intersection (for the outgoing rails), use standard rail signals.
3b/ If the next intersection is too close to fit a whole train between the two intersections, treat both intersections as a single one (do not put standard rail signals in between but chain signals instead).
When you use 2-ways rails, you need to add a few important rules:
4/ All parts that are 2-ways except right around train stops should be treated exactly like an intersection.
This means that there should be no standard rail signals except for the incoming side right before a train stop (at least a train length between the signal and the train stop).
5/ If you want to "break" the chain signals to allow more than one train at a time to travel, you need a short "exchanger" where 2 1-way rails replace the 2-ways portion for at least a full train length.
In that case, put a standard rail signal at the entrance for each side (after the branching) and a chain signal before they merge again.
You can technically make 2-ways work for a while but it will rapidly become problematic in term of throughput as you add more trains.
I think i understand the problem stems from always checking right side .
Wish they implemented signals better that we could just assign a specific area of rails instead of given system.
Seems its time to clear those bug nests and make some more railways. Thanks !
Signals on 2-ways rails is pretty much the most complex use of signals, which is part if the reason why many new players struggle with them.
Each station is its own block. Then you make the rail from one end all the way to the other end one block with stations that are their own blocks on the other end. The through put is very bad because only one train can use the main rail at a time.
Low through put is OK when you are just getting started but once you expand its not good enough any more and its just easier in the long run to set up one way rails to start with.
Doing a quote on your post, it looks like it's more of just a big cross. So the only issue is where the two tracks meet in the middle of the cross. That's simple (and normal, for two two-way systems crossing). Simply use 8 signals. One signal on both sides of each track coming out of (or going into) the cross. This should enclose the crossing as its own block, and each branch coming out as their own.
A
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B----------------------------------------X------------------------------------C
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D
So the problem here is i dont use 2 engines like knight templar shows but use a small loop around each station and to make it bit complicated there are couple more stations ahead of each but without intersections so once train goes ahead of A ( which is my processing center ) to a smaller collection center train signals mess up . I think i will just save some sanity and make it single side only and probably some thing like knight templar linked .
Thanks guys
https://steamcommunity.com/sharedfiles/filedetails/?id=2618298236
If I'm wrong, and there are more than 1 trains per route, then the advice changes.
don't worry, like many things in factorio you'll have an 'ah ha!' moment and you'll have signals figured out.
Best help I ever got for my train set up