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Version 1.2.22 release notes

Original pre-beta 1.2.0 release notes:
https://carloscarrasco.com/nimby-rails-april-2021/
https://carloscarrasco.com/nimby-rails-may-2021/

First public 1.2.x beta series release notes:
- Thirteen new stock trains, including new shuttle and people movers, trams, commuter, regional, intercity and long distance trains
- Number aware text sorting in most listings
- While building a platform, selecting a platform track node, or editing a platform stop point signal, display the available length for trains to stop in the platform, as a textured segment on the track and with a new, large label with the max length. This measure considers point stop signals, if present.
- Path signals with track reservation. This new signal type only allows a train to pass if the path of said train is free of other trains and track reservations, up to the next signal. Path signals are always amber, except when a train is stopped at them, becoming red.
- Trains passing by a signal (both simple and path) flag the track segments of the future path as reserved, up to the next signal.
- New track overlay map mode to show track reservations and the predicted path of trains waiting at path signals.
- Optional "don't block reservations from behind" flag for path signals
- Make depot ceilings half transparent in track editor mode
- Minimally viable train direction flipping: when reversing direction, trains will now attempt to do so for their entire length in a single frame. This results in a actual direction flip when the platform or track is long enough. When there is not enough space, the train will resort to the former behavior of creasing and bending, but still completed in a single frame. This is done for compatibility with existing builds, since not building a long enough platform for reversing trains has never been an error. In this initial implementation trains are still unable to use the full length of the platform for reversing; also the line leg timing for legs which include flipping is not up to date yet.
- For stops with min. stop time, pay km fares the moment a leg finishes, without waiting for a train stop
- Customizable keybindings, accessible in the Options panel
- Trains can now use the entirety of dead end tracks in some circumstances, like when reversing direction. This is disabled at this point for station platforms to keep compatibility with current maps.
- Show a cash scroll message when km fares are paid, even if the train is not stopping
- Halve prices of all construction to make them in line with v1.1
- Halve station capacity to make them in line with v1.1
- Allow enter to apply manual input value boxes in line default timings
- Allow the last segment of dead end track to serve as a waypoint, if it meets the other restrictions
- Passive, lazy track reservation: when a train passes a signal or starts from a stop, reserve its path just once, not bothering to update it as it advances. When a second train potentially has to stop at a signal, and it detects a reservation in its path, always stop and queue a reservation refresh for the train owning the reservation. This can only happen once every few seconds from the POV of the (now) waiting train.
- Always queue a track reservation refresh when a train enters or exits a branch, to avoid the previous logic change stopping trains too much at path signals when there is no need to. The combination of this change and the previous one restores 90%+ of the original v1.2 train AI performance.
- Use actual path tracing for triggering the max km warning in track editor when selecting path signals, rather than block tracing
- In the train purchasing interface, change default decal color to pale red so decals are visible by default, rather than being white on white
- When checking the train path from a path signal, or when reserving the path of a train, 0 min. stop line stops (the default for waypoints) should not be considered the actual destination of the train, and the path should be traced down the line stop list until a stop with min. stop time with greater time than 0 is found, or 200km have been traced, or an entire loop of the line has been completed
- Add new option to path signals to allow trains checking a free path from them to ignore their next stop as a path tracing limit, and always trace the path (following their line) up to the next signal or 200km of traced path
- While creating track after having created a double branch, automatically flip the parallel track side if the track being created is moved to a side of the branch that would create a diamond in the anchored branch tracks. This is a specific condition that only applies while creating track after making a branch, and not while moving tracks.
- When linking tracks, if a track direction rewind is required, pick the shorter track sequence to rewind. This should fix some of the lag spikes observed when linking very long sequences of track.
- Animate "+" control node while snapping connection nodes in track editor
- Review click and hover handling in all track editor modes to make sure proximity of non-interactive nodes is ignored
- Trains wanting to spawn in a station now also check for path signal track reservations in the platforms
- Use path signals when creating 2x stations and in the v1.1 importer
- Add >XXXkm warning label on top of signals with more coverage than a the block limit (20km for simple blocks, 200km for path signals)
- Number key bindings for the new signal tool
- Remove auto platform stop and direction signal options when creating new single track platforms, due to being error prone. players can still manually add them if they desire so.
- Trains transitioning to/from station platforms should always queue a reservation refresh
- Trains waiting at signals will check the path at most once every 3 seconds, to use less CPU
- Path signal checks should force an immediate refresh if the checking train is moving, to avoid useless "stop and go" behavior when the way is clear
- Make time input validation more permissive, allowing empty or missing parts, and count them as 0, so "30", ":30" and "30:" become valid inputs (they are equivalent to "00:00:30", "00:00:30", "00:30:00", respectively)
- Path signal trace limit to 200km, both for path checking and path reservation
- Do not display time and avg. speed values in the line editor if there is no valid reference train to calculate said values
- Reduce GPU VRAM cache size
- When selecting a path signal in signal edit mode, show an estimation of all possible paths a train could take from the signal, subjected to the 20km limit and a maximum of 5 visits of the same track
- Relax collision rules inside depots, fixing the issue of trains warping into their programmed first stop rather than starting the day from the depot
- Use high precision numbers for all train motion calculations, to match other areas of the train and track logic. Should fix some rare signal skipping issues.
- Opening the station edit from the station info window should reset the track editor mode to selection mode
- Show stop number train scheduler stops drop down
- In line editor stop selection mode, if a platform has one way signals, only show platform arrows matching the direction of the signals. Hold Alt to also show the platform arrows going opposite the one way signals.
- Do not allow to create signal if control point hits another signal control point. Players can still select the signal after creation and move it as close as they want to any other signal.
- Enable rectangle selection for signals
- Show average speed in line stops header and in leg info text
- Restore speed warning message when cruise speed is too fast
- Add description tooltips to line timing parameters
- Add "apply" buttons to the manual overrides in the line timing input to avoid half typed inputs affecting running trains
- Show manual cruise speed in stop listing when auto is disabled for a specific stop
- Make tunnel and viaduct track borders more visually distinct
- Cancelling a track link snap with Esc should go back to track append mode, not to track edit mode
- Branch anchor tracks should have some curvature, otherwise flag as wrong angle
- Display short line segments behind the track limits, to make it easier to see where track segments end and start (useful for adding block signals before the anchor of a branch)
- Do not allow trains to spawn unless there is plenty of space to do so
- Allow to display the track constraint properties panel while the station properties panel is displayed
- Use the normal track border textures for tunnels and viaducts in blueprint mode
- Fix: disable a broken cache warming feature in the pax pathfinder, which caused pax to refuse to board trains in some circumstances
- Fix: when 2 or more train info windows were open, the intervention button was unreliable
- Fix: trains were warping into the wrong position in some line stops. There is still an unfixed case when the line stop reverses the train direction and it's set up to "look away" from the rest of the line.
- Fix: use remaining braking distance rather than a precalculated fixed point for stopping trains at stations. Fixes the issue with trains at direction reversing line stops that are set up "facing away" from the line direction not stopping correctly.
- Fix: crasher when drawing paths for new signals in signal editor on large networks with few or no existing signals
- Fix unicode handling for icon file names while uploading mods
- Fix: some trains were being kept stored after being purchased, never spawning on their first stop
- Fix: cached line length should be updated when there are no trains assigned to the line
- Fix: passing by a balise should refresh train track reservation
- Fix: remove debug leftover "id" display on track nodes
- Fix: trains larger than the depot could collide in unsolvable ways with each other in some circumstances
- Fix: cleanup stale station leg timings when lines are edited
- Fix: allow left or right shift when flipping signals in new signal mode
- Fix: trains waiting at path signals should check the path starting from the signal, not the train
- Fix: "show all" in pax listings should display the average for the pax cluster
- Fix: trains spawning at stations should always try to reserve a footprint, even if 0-sized for the first sim frame
- Fix: MP track updates are not invalidating the track render cache
- Fix: stop selection arrow was offset with some pixels from its click area
- Fix: stop selection arrow click depth should match the drawing depth
- Fix: stop selection arrow should have a slightly smaller click area
- Fix: another case of wrong position of track constraints panel under some circumstances
- Fix: resolved track conflicts should invalidate track tile cache
- Fix: toggling of auto options in line editor should update the inputs to the actual in-use line value
- Fix: make sure all train purchase/sale/slot edition actions trigger a line timing calculation
- Fix: GPU cache was not properly measuring the size of track and line tiles
- Fix: signal block finder should trace attached branches in the same direction as the projection of the signal inside the branch
- Fix: signal block finder was not slicing track segments at the full precision required for exact signal placement
- Fix: click target area of line stop arrows was wrong

Bugfix release 1.2.23:
- Enable double track branch mode also when starting a branch from the constrained track
- When attempting to create a double track branch from a curved section of track, it's sometimes impossible to find the correct way to auto flip the parallel tracks (due to the tangents at the anchors being different), so avoid doing it
- Fix: invalid stations in some v1.1 saves defeat the v1.1 importer
- Fix: clamp track/footprint conflict points to within the boundaries of the track/footprint (for example, station platform vs. water shape)

New stock trains

The latest v1.2 beta build has thirteen new stock trains, now bringing the stock set of trains to 20. The new trains focus on roles that weren't properly matched by the small, initial set of 7 trains.



Special focus has been put on smaller trains like shuttles, people movers and trams. Local networks are very important to the game mechanics, enabling longer distance travel by having more potential long distance pax spawned and by providing a base network to make steady income. But the base game only included one tram. This is now fixed with 6 new train sets that can fill this role, from the tiny Koala to heavy duty Elastic tram.

Another weak area in the basic train sets was long distance travel at conventional rail speeds. This is now addressed by the EM Inception / Tanager and the MochiStar, which are inspired by the long distance travel consists used in the USA.

Regional and intercity roles have also received some attention, with the North Storm 37, Senrik 7-UE, and Mihara Bahulu. These are a mix of older and newer train sets with a variety of capacities and performance.

These new trains are now available in beta version 1.2.14 in the Steam beta branch, and it will be made the default game branch in a few day if testing goes well.

If your favorite train is not in the stock set or you want even more variety, please also check out the NIMBY Rails Depot, our Steam Workshop, and the hundreds of amazing creations of the modder community:

https://steamcommunity.com/app/1134710/workshop/

As always we are very grateful to our players and modders! You make NIMBY Rails possible, thank you!

Version 1.2 is here!

The wait is over! After two months of development NIMBY Rails version 1.2 is now in the beta branch and it's ready for testing. There are a lot of changes and new features in this version:

  • Single track: All track is now single track. Double track is just a parallel set of single tracks. Double platforms are just two single track platforms close enough together.
  • Single anchor point branches with (almost) no limits: The awkward behavior and limitations of branches are no more. Branches can now be attached to almost any track with no length limitations, and they can be moved after the fact too.
  • Diamond intersections: Cross tracks over any other tracks without limitations. But watch out for collisions!
  • Signals and track blocks: Those diamond intersections probably need some access control, and now you can do so with signals.
  • Re-blueprinting: Change built tracks into blueprints.
  • Parallel track constraints: Track construction tools now support a "2x" mode to build a parallel track along with a main track. This is enabled by a generic constraint system, which keeps a track always parallel to another track, even if you move it after creation.
  • Line service levels: Enable or disable a line, so pax know when a line is out of service.
  • Automatic line timings: The leg timing calculator is no more. Line leg times are now always automatically calculated.


And on top of this, version 1.2 remains capable of loading version 1.1 saved games, automatically recreating your entire track network with single track.

The first builds of 1.2 are buggier than the 1.1 beta series ever was, and some features are disabled, like multiplayer. Once this initial development phase is over it will be enabled again.

For a more detailed overview of the 1.2 changes check the April and May devblogs:
https://carloscarrasco.com/nimby-rails-april-2021/
https://carloscarrasco.com/nimby-rails-may-2021/

Devblog for April 2021

April wrapped up development in the v1.1 series, and started work on v1.2, with the common theme of making the game be based on single track. Other related work was also done in April, like a full review of track branches, higher resolution textures for tracks, diamond intersections and a prototype for user signals.

https://carloscarrasco.com/nimby-rails-april-2021/

Version 1.1.72 Changelog

- Allow to disable train mods when no train exists using any of the provided units or models in the mod
- Schedule drop down when buying trains, with options: blank schedule, run line, clone from a train. Replaces the "use clone schedule" checkbox.
- Add real time stats for pax capacity and for % capacity usage in stations, trains and lines. Usage over 100% in stations means the transfer pax are over the capacity of the station.
- Company option to disable local pax AI for a very large performance improvement at the cost of dumber pax
- One time toggle in company panel to transition from money games to unlimited money games
- Simplify and make more correct track cache invalidation, fixing trains not being aware of track modifications
- Optionally delete trains assigned to a single line when said line is deleted
- Allow numpad number keys for the track selection
- Allow to remove deleted workshop mods, but for now their train models will remain in the list
- Show accounting time in asset listing
- Do not create initial loan for unlimited money games
- Remove loan controls for unlimited money games
- Make window resizable corner more visible
- Keep a internal series counter for train models and use it to fill numbers in the train name and code templates
- Highlight train icons on mouse hover
- Train editor: remember train color(s) even if train does not allow recolor
- Train editor: disable color controls if the train does not allow recoloring for base or decals
- Train editor: disable decal picking if decal options are 1 or less
- Fix: station occupation % real time stat should use the total pax occupation, not just the transfer pax
- Fix: wrong click area for train icons
- Fix: train serial template names was not working properly
- Fix: NaNs in line capacity % stats
- Fix: make pure black usable as a line color
- Fix: station platform list did not show the correct station for trains waiting to depart
- Fix: properly invalidate track paths when track transitions from blueprint to built
- Fix: empty space in pax listings when UI scale is higher than 1x