Openttd city builder2/18/2023 ![]() ![]() The above will just work, for everyone, as long as you have a working Internet connection.ĭepending on your connection, there are some extra infrastructure costs to us, but we hope to cover that increase with donations. There is no need to setup port-forwarding, or anything like that. Playing together are now just four simple steps:Ģ) You set the server to invite-only or public.ģ) You share your invite-code with your friend.Ĥ) Your friend joins your server based on the invite-code. You no longer need to configure anything in your home network. In summary: 12.0 makes setting up multiplayer games painless. With 12.0 in feature-freeze, it is time to talk about what is in 12.0, and why we release early. This means more trains can go through the same area at a time. Other trains can still go into the same area, as long as they won’t touch the reserved pieces of track. When a train wants to pass a path signal, the path signal finds a way to where the train is going, and blocks off (reserves) just those pieces of track. When a train wants to pass a block signal, the train asks the block signal to find all other signals on the other side, and turn them to red. It was the only type of signal in the original game, and if we removed them, then old saved games would stop working.Īs for why path signals are generally better than block signals, the reason is that path signals don’t reserve entire blocks, but only pieces of track. The simple answer is, because they always were there. ![]() One question would then be, if path signals are better, why are block signals then in the game? The reason for hiding the block signals by default is to make it easier to choose a signal.įor almost all players, path signals are the easier choice, that will cause fewer issues in your network. This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some examples of simple signal setups for path signals. It was implemented in pull request #8688, for those who want to see the development history. In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default. Oh, and to get my Locomotives to be in the shade of black that they are, I’m using the Mauve-to-Black GRF I found somewhere on here.” I like the smaller signals it gives, and unfortunately I have no idea if there’s a GRF out there that adds just the signals, because sometimes combining tracktypes gets a bit weird. I technically also have Pikka’s Finescale Tracks, but they’re enabled purely for the signals. I’m using NuTracks for tracks, but I also have Planning Tracks & Track Beds. For buildings I use the UK Town Set, Town & Industry Houses, and Swedish Houses. Industry-wise I’m using ECS and the Lumber Camp sets. DBSet XL (Again for express trains because fancy liveries).Vactrains 0.2.2 (Because I like the Generic Vactrains for the Future).Dutch Trainset 2 (Might use some intercities and express trains from here, but I’m primarily focusing on Iron Horse).Iron Horse 2 (Main Trainset, it’s really good). ![]() If you notice any bugs or have some suggestion feel free to post them on our forum.“I’m focused primarily on getting things to look nice, and have as such given myself lots of money, because I enjoy playing with trains, In case you wonder what do all that creepy abbreviations mean read this: Advanced town growth. Layout needs to be saved for this and not be private. You can make a permanent link to a layout like this: (replace 2 with layout id that you can see in layout list). Press l key for old string layout loader, b key for experimental benchmark tool. ![]() Yellow line - path that was used to find spot for last house, yellow rectangle on tile - CS outline, red one - HR.Ĭolored backgrounds on tiles - town zones from outskirts(green) to red(center). Green border on house tile means new house, dark yellow - replaced house, red - removed house. Step length "house" means one town growing cycle (70 ticks), not actaly built house (can be CS). It affects town growth even if current layout is completely different. Initial town layout is one that was used to generate town. Town is always growing at max speed (GR1), climate - temperate, year - 1990 Unlike OpenTTD roads are built precisely, so it does matter which part of tile to click.Ĭheck road symmetry in "more options" section if you want to build symmetric layout. ![]()
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