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  • **This is used for the big stations: !COAL DROPOFF, !FACTORY DROPOFF (handles steel,livestock,grain), !FACTORY PICKUP,
    2 KB (289 words) - 18:11, 31 August 2010
  • Sidelines are used to link primary industries (like coal mines or forests) to the [[Mainline|mainline]], and are connected to the ma
    2 KB (280 words) - 09:25, 17 December 2013
  • ...ttdcoop, unorganized short-term train networks were built as a moneymaker. Coal was typically the cargo of choice because of its tolerability to delays and
    1 KB (183 words) - 10:06, 4 December 2013
  • ...cargo type should have its own pickup station; if, for example, consider a coal mine and a forest are close enough to each other to be covered by a single ...m. Mainlines recieve priority from any other track wanting to join it, the only thing that is more important than a mainline is another, higher density mai
    8 KB (1,364 words) - 08:51, 4 December 2013
  • ...now. Either way then, the game would start out in 1950 and we'd connect a coal mine to a power plant like we used to. And then, just keep connecting and e
    1 KB (241 words) - 17:04, 24 July 2006
  • Go orders are only available to trains and road vehicles(RV's). By default trains and RVs wil ...ross several tracks, and thereby serve as a single waypoint across all (or only some if so desired) tracks of a ML. This performs the same as waypoints wi
    17 KB (2,980 words) - 21:58, 20 January 2024
  • |type=Temperate Climate, DBset, Oil+Coal+Wood+Goods ...re limited to only 500 trains, we turned this into a long train game, with only a few cargoes transported. The networkwas based on an X-shaped pair of ML's
    8 KB (1,066 words) - 22:41, 9 May 2013
  • ...ng that it is possible to achieve the goals that are set. Some layouts are only applicable to certain cases and various types of networks deal with landsca ...ng with details (such as: ''prioritised 2nd tier', ''none blocking mergers only'', ''expandable to ...'' etc.)
    7 KB (1,138 words) - 03:44, 1 May 2014
  • ==3.2 One-direction only needed== ...cept: Sidelines-to-Station switches are very simple because its clear that only one direction is needed both for exit and entry.
    4 KB (697 words) - 22:06, 5 August 2012
  • ...n each edge. Over 1650 trains later, most of the farms had closed - wood, coal, and oil became the chief exports. Later in the game, balancing the loads |description=Originally intended to be an RV-only game, the 2048 dimension made several players rethink that strategy. Inste
    7 KB (1,017 words) - 22:11, 9 May 2013
  • ...kept and expanded to eventually use 5 entrance and exit lines, serving 19 coal stations. Items of note in this game include the Factory Island, Refinery C ...y except some coal for the MM was used and seven 0 population cities which only grow after removal of some road(s) - but then at very high speed. Huge loca
    8 KB (1,203 words) - 22:25, 9 May 2013
  • |description=This scenario (made by {{User|Mark}}) was a pax-only game with a network plan by DJNekkid and took a lot longer than it was expe |imagedescription=The Coal & Iron drop station was expanded numerous times finally resulting in a 4 tr
    9 KB (1,235 words) - 22:23, 9 May 2013
  • {{Template:NewGRFStation| Coal Unload | [[Image:Newgrfstation--FreightIndustrial-CoalUnload.png]] | Yes| L {{Template:NewGRFStation| Coal Tipple | [[Image:Newgrfstation--FreightIndustrial-CoalTipple.png]] | Yes| }
    9 KB (910 words) - 06:41, 4 December 2013
  • An alternative to transporting coal with trains as the moneymaker at game start is to use airplanes to transpor *Avoids having production at coal mines swell before the final network is constructed
    3 KB (559 words) - 12:33, 6 November 2013
  • 1. SL works as a ring, while the only way out of the SL is through pickup stations ...hing - pickup and drop at stations which supply/require the cargo. We also only did this with a single cargo type as that would require more split logic.
    15 KB (2,585 words) - 07:32, 6 June 2016
  • |imagedescription=Town + Coal Drop + expansion}} ...ig constructions. Goal was to get a total population of > 2.5 Million with only 4 cities. Few succeeded and we almost went bankrupt while trying :). The ma
    8 KB (1,089 words) - 22:13, 9 May 2013
  • The first type of cargo that should be transported in a new game is coal. It has the best distance/earnings ratio of any cargo. That means, the fa ...ation, 3 or 4 tracks is all that will be needed; connect this station to a coal mine about 100 tiles away (The normal COOP map is 256x1024, so about half t
    2 KB (397 words) - 12:32, 6 November 2013
  • ...f water, and insane amounts of oil rigs spawned. Due to the start with L5R only, we soon needed to double many connections. Because the oil productions wer ..., we used four town drops. Into one of these we situated also our gold and coal drop. Because we used the super-powerful AL-10 engine, our trains accelerat
    10 KB (1,471 words) - 22:10, 9 May 2013
  • ...sn't quite standard on sidelines. The network was of a very simple shape - only two BBHs with a central backbone between them. We used refitting orders to ...s from sawmill ended up on a "normal" ML instead of the highway, which not only violated the "highway" goal, but mainly resulted in increased traffic in th
    11 KB (1,629 words) - 22:09, 9 May 2013
  • ...neGame 13 - one of the most concept-specific games, making the concept not only work again, but also work better! The game ended with 5000 trains and 204 6 ...|23|Image:ProZone23screenshot.png| One of the rail clutters, this one near coal drop, showing the power of CL1.}}
    5 KB (789 words) - 14:24, 27 August 2016

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