![]() Eventually diesel trains pop up but are unreliable until the technology matures (in contrast: coal/steam is at max reliability). Early on, coal-based trains are slow, clumsy and unreliable. * Trains evolve throughout the years based off of technology. Learning to build high-throughput maintenance networks is part of OpenTTD. Trains also require maintenance and begin to break down if you neglect maintenance. Your schedules can include target dates (ex: 30 days between TownA and TownB, with 4 days target of loading/unloading time), as well as multiple trains that share a schedule. ![]() * OpenTTD train scheduling is far deeper than Factorio. Airplanes are relatively simple: fill them up until your airports are full) Trucks have very low throughput and are mainly just an early-game / simplicity option. Of course, Trains are the most interesting part. ![]() While the item-tree of OpenTTD is simpler, the overall logistics of transportation are far more complex. Furthermore: log trains can only carry logs, passenger trains can only carry passengers. * OpenTTD also has planes, boats, trucks, and busses. OpenTTD Trains slow down going up hills and around turns: meaning optimal train pathing requires significant thought into terrain flatness and turn radius. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. * OpenTTD is more "purely" about transportation. I got into OpenTTD when I realized that it was a major source of inspiration for Factorio.
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