Basic Rail Network — Signalling, Junctions, and Train Management

Factorio train network guide. Rail signals vs chain signals, 2-lane and 4-lane rail grids, intersection design, train limits, and deadlock prevention for beginner to megabase.

You placed your first train stop, sent a locomotive to pick up iron ore, and now two trains are facing each other on the same track with nowhere to go. The chain signal is red. The rail signal is also red. Every intersection in your rail network is locked up. Here's the one-rule fix that prevents deadlocks entirely.

TL;DR: Chain signal BEFORE every intersection. Rail signal AFTER every intersection. That rule prevents 95% of train deadlocks. For a 2-lane network: right-hand drive, one chain signal at each entrance, one rail signal at each exit.
Rail signal placement rules — chain signal before intersection, rail signal after

The Mechanics Behind Train Deadlocks

Factorio's rail system uses blocks. A block is a section of track bounded by signals. A train will not enter an occupied block. If blocks are too large or signals are placed wrong, trains stop inside intersections — blocking all other traffic.

The two signals and when to use them:

SignalWhat it doesWhere to place it
Rail signalShows green if block ahead is clearAfter intersections, on straight track
Chain signalShows green only if the NEXT block after it is also clearBefore intersections, before rail crossings

The rule: Chain before intersection, rail after intersection. If there's a string of intersections close together, chain signal before the first one and rail after the last one, with chain signals between them.

The Proven Fix — 2-Lane Rail Grid

Step 1 — Right-hand drive layout.

Run two rails: trains travel on the right. That means:

  • Outer rail on each side → direction of travel
  • Space between rails: 4 tiles (enough for signals between tracks)

Step 2 — Intersection signals.

For a simple T-junction:

  1. Before each entrance: chain signal on the right rail
  2. After each exit: rail signal on the right rail
  3. Inside the junction: no signals (trains should pass through without stopping)

For a 4-way intersection (crossing):

  1. Chain signals at all four entrances
  2. Rail signals at all four exits
  3. If the intersection is compact, chain signals inside any branching path

Step 3 — Train stops.

Each station needs:

  1. A rail signal immediately after the station (defines the station block)
  2. A chain signal before the first turn into the station (prevents trains blocking the main line while waiting)
  3. Station name: [Resource] Location Function (e.g. [Iron] Smelter Input)
Quick Tip: Use train limits (the number in the station UI) instead of disabling stations via circuit network. For more advanced control, wire your stations to a circuit network that dynamically adjusts limits based on buffer chest levels. Set limit to 1 or 2. Trains will only go to stations that have a free slot. This prevents trains pathing to a full station, which is the second most common cause of deadlocks (after bad signals).

Where Most Players Mess This Up

Rail signal inside the intersection. A train stops on the rail signal, which is inside the intersection, blocking all crossing paths. Fix: chain signals at entrances ensure trains don't enter unless they can clear the entire intersection.

Roundabout without chain signals. A single-track roundabout with rail signals at each exit. A train enters, then stops because the exit is blocked — jams the entire roundabout. Fix: chain signal at every roundabout entrance.

One-way tracks in a two-way network. Every piece of track should be assigned one direction. If you place a locomotive facing the wrong way, the station may not work, or the train may try to reverse. Solution: use one-way rails exclusively for large networks.

Too few stackers. A station with limit 3 and 3 trains: when all 3 are at the station, the third waits on the main line, blocking everything. Build a stacker (waiting area with multiple parallel tracks) outside each high-traffic station.

Pushing It Further — Megabase Rail Networks

At 500+ SPM, your rail grid needs:

4-lane tracks — 2 lanes per direction. Dedicated passing lane for faster trains.

Buffered intersections — Intersections with waiting bays for turning traffic. Prevents a turning train from blocking the straight-through lane.

Train fuel depots — 1-minute refuel stop in the center of the grid. Every train's schedule starts with: Depot (fuel stop, 5s) → Pickup → Drop-off → Back to Depot.

Centralized train control — Use circuit network to broadcast open station slots. A "train manager" combinator at each station sends availability to a central signal.

For a complete rail-based base layout, see City Block Design Guide.

Key metrics to track:

  • If trains wait more than 30 seconds at any intersection: upgrade that junction
  • If stacker fills up regularly: add more stacker capacity
  • If fuel trains cannot reach depots: the grid is too congested

Community Verification & Resources

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