![]() ![]() This can be done by either making a bus terminal in both cities and the purchasing a bus to travel between the two new stations, making a train station in both cities and connecting them with rails and then buy a locomotive and attach some passenger cars, or if the cities are close to water you can make two docks and purchase ferries, or just make two airports and purchase a plane. One of the simplest examples of making money is transporting passengers from city to city or across one city (if it's large enough). When you start a new game, you will have an entire new world inhabited with numerous towns and industries, the whole premise of the game is then to make as much money as possible by exploiting these towns and industries, since people will pay you money if you transport their goods to their respective destination. The ultimate aim of Transport Tycoon is to reach the year 2050 and achieve the title of "Tycoon of the Century", where upon the player will be inducted into the hall of fame and an overall score will be tallied up, depending on the success of their company. The game starts in year 1930, and over the course of the 120 year game span, the player can potentially link every town and industry to another via the various types of transport. Rival companies are set up throughout the course of the game in order to provide competition to your business by trying to out-do your every move by: improving routes, building faster means of transportation etc, and overall subtract from the profit to be made. This in turn contribute's to your companies funds, allowing you to expand your transport network. With a modest budget, you are put in charge of building a company from the ground up by transporting passengers or different types of goods (wood, grain, iron ore, coal, etc.) via road, rail, air or sea. The game places the player in the shoes of a budding entrepreneur. Transport Tycoon is a 2D isometric business simulation game. You should be able to put signals engines onto RailCraft carts and you are able to build trains by linking carts.Transport Tycoon was developed by Chris Sawyer in the early 1990's published in 1994 by MicroProse. RailCraft Routing sadly CANNOT read signals targets unless signals is able to NAME the cart based on its target (as RailCraft routing can react to a cart's name). RailCraft signalling will most likely work with signals engines if you're using all the RailCraft mechanic to control movement. Path-Signals most likely won't work as signals most likely won't be able to detect RailCraft Routing. "Normal" signals do work with RailCraft (and any other carts) if used with RailCraft Locking Tracks to stop trains (this works with any trains and the tracks react to redstone emitted by signals). Any way to "convert" the current destination into redstone signal would also help as RailCraft switches can be triggered by redstone. Would be neat if signals engines would be readable by railcraft routing so railcraft routing would do. This is sad, because Railcraft switches are way prettier than vanilla junctions. Path Signals and engines) aren't compatible with railcraft locomotives or railcraft routing nor do signals engines installed in carts detect railcraft junctions. ![]()
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