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NIMBY Rails News

Version 1.17.11

- Fix: saved file validator was too strict flagging as corrupted some files with salvageable but invalid buildings or signals

Version 1.17

[h3]Version 1.17 has been released[/h3][p][/p][p]Gameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being implemented in NimbyScript rather than the native C++ code. This test was successful in the beta branch and it is now being deployed for all players. NimbyScript will be used for custom signal logic and other functionality in future versions.[/p][p]But to make this version a little more exciting it includes a couple extra features.[/p][p][/p][h3]Dynamic braking[/h3][p]Trains are now capable for braking for some dynamic simulation obstacles: (potentially) red signals and other train tails.[/p][p][/p][p]When a train is approaching a signal, and it is within braking distance, it will start checking it in advance, and will start braking if it would become a stop signal at that moment in time. To remain compatible with existing saves trains are still capable of unrealistically braking to 0 speed immediately. A future version will expand this capability to also making it possible to reserve the signal in advance (not just checking it) with expanded capabilities in the signal system.[/p][p]When a train approaches the tail of another train, it is now capable of slowing down and matching the speed of the train in the front. Again to remain compatible the allowed distance for this feature is much shorter than it should be in reality, to reduce the impact on existing saves.[/p][p][/p][h3]Recolorable UI[/h3][p]It is now possible to change the colors of the UI:[/p][p][/p][p]To access the new settings for this feature, go to Options and select Interface.[/p][p][/p][h3]Alert listing[/h3][p]Alerts can now be viewed in a listing:[/p][p][/p][p]All queued alerts are immediately available in the listing, and older alerts are also kept there, past the new alerts and any “missed” alert (shown but not interacted with). There’s a limit of 200 alerts, and they are automatically cleared as new ones are pushed at the front, or you can just clear them manually.[/p][p][/p]

Version 1.17 is now in the beta branch

[h3]Version 1.17 is now ready for testing the beta branch![/h3][p][/p][p]Gameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being implemented in NimbyScript rather than the native C++ code. If this test is successful, by not introducing instability or performance issues, then future versions of the game will make it possible for players to use NimbyScript for custom signal logic and other functionality. For for now, in 1.17, NimbyScript is read only and the new Control editor is very bare bones.[/p][p]To make this version a little more exciting it includes a couple extra features, and a few more will be implemented during the beta period.[/p][p][/p][h3]Recolorable UI[/h3][p]It is now possible to change the colors of the UI:[/p][p][/p][p]To access the new settings for this feature, go to Options and select Interface.[/p][p][/p][h3]Alert listing[/h3][p]Alerts can now be viewed in a listing:[/p][p][/p][p]All queued alerts are immediately available in the listing, and older alerts are also kept there, past the new alerts and any “missed” alert (shown but not interacted with). There’s a limit of 200 alerts, and they are automatically cleared as new ones are pushed at the front, or you can just clear them manually.[/p][p][/p]

Devblog for June 2025

[p]Development in June was focused again on NimbyScript. The language has progressed to the point of being usable, but it's still lacking some basic features. One of these features, memory ownership (think lists, allocating memory, etc) is a very complex subject and it is for now being postponed. 1.17 will feature NimbyScript, but it will be as a non-editable preview, since it's still too immature and any code written in its current state would be invalidated in the future. [/p][p]But not everything will be a technical test. Two often requested features will also be implemented: recolorable UI and an alert log. Read more in the full devblog:[/p][p] https://carloscarrasco.com/nimby-rails-june-2025/[/p]

Devblog for May 2025

The past two months have been almost solely focused on developing NimbyScript, the future scripting language for NIMBY Rails. It has been quite hard to get started, with some very lofty goals to achieve, and a lot of reading and experimentation was needed. Read on for the programming nerd adventures in NimbyScript.

WARNING: this is an extremely technical post of little to no interest to most players. NimbyScript is nowehere near finished. Once NimbyScript is ready for being introduced in the game it will get a proper guide. This post is NOT the guide for NimbyScript.

https://carloscarrasco.com/nimby-rails-may-2025/