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- '''Likes:''' Signal logics, optimalitations and improvements, new concepts and experiments, good plans, clean and simple stuff738 B (107 words) - 20:33, 16 September 2010
- ...oncepts" Section. Leaving them there is misleading, as they aren't (as the other articles are) explainations or guides on a building concept, but supposedly694 B (92 words) - 19:48, 4 August 2009
- ...n train set. I started working on it because of missing functionalities in other train sets at that time. YETI is systematic and different to any other - both functionally, and visually. Key features are:7 KB (851 words) - 20:37, 10 November 2017
- =Ideas, concepts & other junk= ...l designs, so they are easily accessable without having to go through many other savegames. The collection isn't currently complete, though.9 KB (1,366 words) - 12:34, 24 August 2010
- Prefers: eyecandy, games with ships & train transfer stations, and simple concepts that inflate into spaghetti hubs during the game.763 B (118 words) - 14:04, 11 August 2011
- ...s game was a followup to PSG 226. Compared to that game we used a lot more concepts to get a flowing RV network. A completely new one was used in the station s9 KB (1,286 words) - 22:07, 9 May 2013
- ; [[Networking Concepts]] ; [[Station Concepts]]4 KB (442 words) - 10:48, 4 December 2013
- Articles in this category cover the basic concepts of networks in coop games.19 members (0 subcategories, 0 files) - 13:59, 6 August 2012
- ...green/red) does not only depend on the following signal block, but also on other signals. For details, see the signal-article in the OpenTTD wiki [http://wi ...ith 0 and 1, respectively (this is just a convention, it could be used the other way round as well). With trains and signals, it is possible to build all ba7 KB (1,228 words) - 21:16, 27 August 2019
- ..._Networks|City Networks]] • [[Junctionary_-_Logic_and_Other|Logic and Other]] ..."frontpage_bar"><div style="float: right;">[[Image|*]]</div>Basic Building Concepts</div>4 KB (519 words) - 23:23, 20 January 2024