Today, we’re laying the groundwork for a massive desert train network. We’re talking big junctions, double mainlines, and more presignals than I probably need. The goal? Set up a system that can handle hundreds of tiny trains—but for now, we’re just getting the skeleton in place.
We’ll start by hooking up the first batch of towns, setting up local and long-distance routes, and figuring out how to keep trains from clobbering each other at junctions. If you’ve ever wondered how to use presignals in OpenTTD or how to design a train network that scales up well, this should be a good look at the process. There’s a lot of infrastructure to build before we can let the trains run wild, but once it’s all set up, this map is gonna be chaos in the best way possible.
Next time, we’ll actually flood this network with trains and see if all these “decent ideas” hold up under pressure. (Spoiler: probably not.)
NewGRFs:
- Iron Horse
- Road Hog
- OpenGFX
Vibing Over Venus, Sergio's Magic Dustbin, Space Jazz, River Valley Breakdown, and Voxel Revolution by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Savefile: https://drive.google.com/file/d/1ZD0qdryp9fYTtFF0m0x5JJUaap6xdQxE/view?usp=sharing