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OpenTTD 1.11

openttd.org

31–40 of 59 posts

Re: OpenTTD 1.11

#31

I got into OpenTTD when I realized that it was a major source of inspiration for Factorio. Some notes: * OpenTTD is more "purely" about transportation. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. OpenTTD Trains slow down going up hills and around turns: meaning optimal tr…

> log trains can only carry logs, passenger trains can only carry passengers

Not technically true since you can mix carriages, but like in Factorio having mixed trains is probably a bad idea.

Re: OpenTTD 1.11

#32
post #9

OpenTTD was a godsend when I only had a 15 year old laptop and was visiting family with bad internet. Also if anyone doesn't know OpenRCT2 also exists now and works great too. https://openrct2.org/

Same here. It runs on a potato and is a prime example of gameplay over eye candy for me. It's pretty cool that some of the community for this game ended up on the dev team for Factorio, another graphically lacking but deeply wonderful game.

If you liked Factorio but wanted something with a little more eye candy, check out Dyson Sphere Program. It doesn't have as much depth as Factorio, but it'll still scratch that factory-building itch. It also came into early access only a couple months ago, and the devs are actively improving it.

Re: OpenTTD 1.11

#33

I got into OpenTTD when I realized that it was a major source of inspiration for Factorio. Some notes: * OpenTTD is more "purely" about transportation. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. OpenTTD Trains slow down going up hills and around turns: meaning optimal tr…

> log trains can only carry logs, passenger trains can only carry passengers Not technically true since you can mix carriages, but like in Factorio having mixed trains is probably a bad idea.

https://www.reddit.com/r/factorio/comments/ff1q7j/trainmall_...

Mixed trains in Factorio offer some awesome benefits if you're a bit creative.

Especially because filter-inserters are cheap and plentiful. So its very easy to reconstruct "main belts" from a mixed Factorio train.

I've lost the blueprint for this 'Trainmall' I made a few playthroughs ago, but the idea is to:

1. Have a generic train loadout that can build any base.

2. Have a small set of "standard" assembly machines that can feed red-requester chests, so that construction-bots can build any (reasonable mid-game) design you can imagine. Remotely and automatically.

Carrying Electric Miners / AM1 machines is inefficient. One base may require miners, while a 2nd base may require assembly machines. By "assembling in the field", the singular iron + gears + circuits (+other stuff) train can feed many different bases without any reconfiguration at all.

Only made possible with mixed-trains.

Re: OpenTTD 1.11

#34
post #20

I wish I still had the time to play this game for hours at a time like I did when I was a kid. Good memories. That soundtrack was fantastic. The composer performed it with real instruments sometime in the past few years and it really brought on those nostalgic feelings: https://www.youtube.com/watch?v=jSFsrmLhC00

Hehe, YouTube tells me that I'd hit ‘thumbs up’ on that video once upon a time. Probably put it on a playlist, too. However, that link is now obsolete — behold the more official version: https://youtu.be/OuJy9oCdUns N.B. apart from being more official by virtue of being on the channel of John Broomhall himself, which has accumulated a breathtaking 52 subscribers so far (correction: 53 as of now), the audio quality is…

Thanks, this is my coding playlist for next week or so now.

Re: OpenTTD 1.11

#35
post #16

Earlier quoted context omitted.

> You cannot control the placement of primary industries or cities in OpenTTD. Please excuse the minor nitpick of your excellent comment, but there is actually an option for founding new towns in OpenTTD: https://wiki.openttd.org/en/Archive/Manual/Settings/Advanced...

I've discovered that the most fun way to play is by turning industries off and sending only mail/passengers. Industries give far too many opportinities to earn big, but towns are small, and grow only when you drive people around, eventually growing to extraordinary sizes. (best trick is to serve the whole town with just one station, made by sprawling an airport with bus-truck stations and extending it to cover as muc…

Goods distribution is pretty fun, because all goods can be delivered to any city. Goods contribute to growth on an independent axis as passengers and mail, so its very useful at making cities grow faster.

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The optional CargoDist settings for passenger / mail is excellent btw. If you plan on using any passenger / mail traffic, I highly suggest turning on that extension. Passengers / mail under CargoDist will plan "routes", and take multiple stops to get to their preferred destination.

A set percentage (say 75%, its configurable) will also want to make a "round trip", and come back home. This allows for more natural "hub-and-spoke" style gameplay for your traffic systems... compared to the default where passengers are willing to be dropped off literally anywhere.

In theory, "Goods" and other stuff can be CargoDist enabled as well. However, I like the idea of "fungible" items (like Coal or Goods), to provide further contrast between passengers/mail and the rest of the game.

Re: OpenTTD 1.11

#38
A wish someone would publish a book about how to succeed in this game and build high bandwidth networks so I can read it as I play.

Re: OpenTTD 1.11

#39

I got into OpenTTD when I realized that it was a major source of inspiration for Factorio. Some notes: * OpenTTD is more "purely" about transportation. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. OpenTTD Trains slow down going up hills and around turns: meaning optimal tr…

> log trains can only carry logs, passenger trains can only carry passengers Not technically true since you can mix carriages, but like in Factorio having mixed trains is probably a bad idea.

Mixed cargo actually enabled amazing throughputs and efficiency: https://www.reddit.com/r/factorio/comments/m8q8rx/sushi_wago...

Re: OpenTTD 1.11

#40
post #39

Earlier quoted context omitted.

> log trains can only carry logs, passenger trains can only carry passengers Not technically true since you can mix carriages, but like in Factorio having mixed trains is probably a bad idea.

Mixed cargo actually enabled amazing throughputs and efficiency: https://www.reddit.com/r/factorio/comments/m8q8rx/sushi_wago...

Throughput never changes.

Yellow belt is limited to 15-items/sec, Red 30/sec, Blue 45/sec. Trains are more complicated, but intersections are usually limited to 20 to 40 trains/minute, depending on intersection design.

This means that even a train track is going to be limited to ~30ish trains/minute (not because of the track itself, but because it will be bottlenecked by some intersection down the track somewhere).

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Mixed just allowed you to utilize those belts more efficiently. For any base smaller than 45-science per second (among the 6 endgame sciencies: red, green, blue, purple, yellow, and white. Military isn't really needed once your defenses are thick enough), aka: a 0.45 rocket-per-minute base or smaller, a __single__ blue belt can theoretically support all of your labs.

Of course, sushi belts require combinators, counting of items, and more. Its a bit complicated. But if you sushi-belt, you get some simplicity benefits (at the cost of combinator complexity).

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