I would like to announce that I just wrote a hopefully complete wiki page for merging tracks so we finally have a documented guide for mergers.
The aim was to make the page describe all elements which are important for a merge in general where junctionary is for giving specific examples from our games.
Should be helpful mainly for players who start with mergers and need to understand their logic, but there are also some details and things to consider even for the experienced players.
Hope it helps!
Now that you understand how mergers work, please help filling the junctionary with nice mergers
Ladies (many) and gentlemen!
With great pleasure I would like to announce that our inner chambers are getting one more inhabitant!
From the first moments dwarf joined us he impressed me with his logical approach to solutions, even if he did not know our conventions in the beginning.
And what else can come out of it when he grasped our building style than a great builder who deals with problems as needed, very flexible in solutions and making steps which simply make sense.
A great builder and a very nice person (doesn’t bite), let me introduce to our new member, dwarf!
Oh and hold your brains because this is going to get melty!
Self-regulating Stations are one of the most insteresting stations known throughout OTTD. The purpose and design of such station may differ, but in general they make sure the self-regulating trains get fully loaded. This article will address the constructions and designs of Self-regulating stations, their limitations, and how this might be improved by building Asynchronous Self-regulating Stations – some preliminary concepts of Asynchronous Self-regulating stations will illuminate this topic, as well. Additionally, some of the newer Self-regulating Transfer stations are also included, as these stations act very similar to asynchronous stations. Here, some different designs will be shown, how is dealt with different features and the noteworthy exeptionalities.