Wiki Cleanup

As we mentoined in the wiki rebuild and logo contest post. We are looking into rebuilding our wiki.
Part of this process is a clean-up some of the user database aswell.

That’s why we encourage you to create your user page on our wiki. Accounts who do not have a single page edit will be removed. Creation of your user page would be a good first edit. We don’t ask you to build the Eiffeltower. Just tell us something about yourself. How you found us, how you got into OTTD, or whatever you like.

Abandoned accounts without edits will be removed in early January, thus you have sufficient time to make your first edit 🙂

Logo Contest & Wiki rebuild

So remember how I kept saying, one day, I’ll just re-do the wiki from scratch someday?
Well, seems someday has happened. Granted, right now, it’s very early, and we’re currently just planning what and how to build up a new wiki.

Part of that will be building a LOT of templates to structure our wiki much better. We’re also planning to revert the skin back to a more standard look, to allow us to upgrade and add things much better, and as such, it’s finally time for a logo. Yes, we’ve been at this for… what? 5+ years? and still don’t have a proper formal logo.

This is where you lot come in, we’re holding a logo contest.
Submissions should be 135 x 135px and ideally have “#openttdcoop” somewhere.
Contest will run until February 29th.

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Rivers during map generation

Just a quick note to all people who now generate maps: get a nightly version as of today or newer and thanks to Rubidium the maps can contain automatically generated rivers. The NewGame menu has a new option which allows to set the amount of rivers on a map – though the actual generated amount of rivers may vary depending on the roughness of the terrain.

Be careful with the rivers though – they don’t heal themselves and you can’t build them ingame 😉

Rivers in arctic climate

Self regulating orders (SRO)

When it comes to improving station rating, often the focus is on changing or extending the network and tuning the signaling to the needs or adding additional trains to single stations while the orders of trains are often overlooked and plain default orders like “GoTo A, full load”, “GoTo B, unload” are only given. This article will show a set of more complex orders which offer a solution to comparatively easy network management while it “only” requires a usual efficient two-way track layout all the same.

The current PublicServer game #151, is a multi-region map where different regions are connected by ICE trains (or rather Shinkansens in this case) but the local s-bahn is subject to individual design.
region overview

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Big hubs in a nutshell – finding a universal hub design

Recently I started playing a game on my own, featuring some LL-RR main network. When I had to build my first ever 4-way hub for double tracks, I first took a look at the Junctionary just to find out that all hubs were designed quite different and hardly any of them follow all necessary rules (curve length, double bridges/tunnels, merge after split). I then started wondering if there’s a universal way of thinking about hubs.
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