But okay, if you don't consider this a bug, then at least consider it a feature request. Also, if this bug was fixed, you'd automatically fix the deadlock bug too (well, for this example.). You'll always need those signals around stations anyway. Thanks for the link to the exit signals example that's what I did when I found out about this (and a major train blockade =]), but I guess it just seems unnecessary to me, and I thought the new signals were supposed to reduce that sort of thing. If the train was set to do a full-load at that station, it'd potentially block other trains for a long time. If it was just passing through I'd understand, but it stops there.
And prefers going the right direction rather than going to the depot. I don't think any penalty should be higher than something like that.Īlso, since the train stops at the middle station, it doesn't make sense to me that the train reserves a path beyond the point it's stopping at. Version of OpenTTD Version: 1.9.3 Expected result Train prefers stop at station rather than going to the depot. It's guaranteed to never resolve by itself. It then goes back to stop at the bottommost station.Īnyway, shouldn't the train take a less preferred path (from the pathfinder's point of view) when the only alternative is being indefinitely blocked? I mean, it's a single train blocking itself. This list of tips will be very helpful and will save you from wasting time trying to figure out what the minimum basic settings should be in order to have a better game from the start.
#Openttd signals examples how to#
I forgot to mention that the train stops at the middle station. The purpose of this guide is to show you how to play the interactive openttd tutorial and provide new players with some tips for a better gaming experience.