depot lane lengths: having them all be the same length would be much easier. My signalling setup for the depots will use a bunch of signal blocks made using Signal Block Relay Boxes, so the more square the layout the better
Signal block relay boxes inside the depot (and some approach section, will need some form of transition between the token stuff) eliminates all the issues that i've seen mentioned about the current setup as it doesn't require counting the carts in / for them to be sitting on a specific spot
Routing switch motors can optionally match to locomotive type, Except for the diesel one you have to do AND<br>NOT<br>Loco=steam<br>Loco=electric (i think, i know i got it working in my test world).
for the depot bays, use routing switch motors with an AND condition between Redstone=true and a loco match (see above). Then having a Signal Receiver box underneath the routing switch motor (or some other way of providing redstone) set to emit RS on green which will then allow entry if the bay is free
the last “bay” of the depot should have a locking track for train separation but should be set to just let trains go (providing interlock agrees) so that if, for whatever reason, a train goes to a full depot it doesn't clog the input lane (and then computer can reroute to a different depot)
the depot in VN may need the land around it adjusting slightly. ideally the bay should be long enough to hold our longest train + 1 block at each end (for the Signal Block Relay Boxes).
I was thinking that the land mass that holds the tracks that come down from the station/ironworks junction could be shifted some blocks south (maybe like, 5-10?) to allow for the depot to not be completely cramped inside the current space
Destination would get set on the exit track, such that there's only one track needed to set destination on exit.
the entire junction section around the entrance/exit of the depot could probably do with reworking. i don't like trying to cram stuff into as small space as possible because mc carts are fucky and some of the various blocks could do with some space around them
i think in the software side of things, i'll add a way to define how many “steam”, “electric” & “diesel” bays this (relative to the controlling pc for it) depot has, so then we can balance stuff with the software if we end up with too many trains of a type at a depot