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NIMBY Rails News

Version 1.1.29 changes

- Remake texture handling for trains to use multiple texture arrays as required. This should fix the errors of missing train textures some users had when enabling many train mods.
- Pax with refund risk due to fare should display "refund risk" instead of sax label
- Format line prices with 2 default decimals
- Show depot icon in depot slots in train scheduler
- Fix: depot picker for multi train scheduler didn't work correctly
- Fix: total sum of leg times and leg distances in stops panel was missing a leg
- Fix for nearby station catch areas not updating on station deletion
- Tentative fix for tracks and stations stuck in validation mode
- In-game enabling of mods for existing saves (in SP). For MP games, first load the saved game in SP mode and enable the mods you want to, then save the game.
- "Enable all mods" buttons for new games and in-game mods list (in SP)
- "Subscribe to all missing mods" button for in-game mods list
- Copy paste buttons for color picker. You can also paste RGB hex codes from external programs
- Larger sync window for MP, and larger window margins set up to stay in the center of the window, to reduce chances to trigger the catch up / hold up
- Pax accounting for interventions
- Do not hide the front of the train under its icon arrow at any zoom level
- Fix: correct handling of non-ASCII characters in saved file names
- Fix: map animations not rendering the last frame when in low FPS situation
- Fix: occasionally off by 1m display of waiting times
- Add extra error handling to game startup
- Completely rewrote the streaming sim code for multiplayer. The game client is now capable of both waiting for the server and skipping ahead, including being able to frameskip and to hold off the simulation for any length of time.
- Make initial track validation run parallel with the game sim, greatly improving the initial load experience
- Fix a condition where some blueprints could not be constructed in multiplayer
- More fixes for reducing errors in MP join: the sim state stream buffering in the client now has proper windowing and allows up to a 10s desync
- Compensation accounting for lines: before compensating a 3h wait pax, ask it which line it was waiting for, and file it into said line accounting
- Line listing sorting: alphabetically, fares, balance,boarded, refunds, compensations. Also display some inline stat related to the sorting mode
- Fix interval stop time when more than one train manages to stop in the same platform.
- Disable signals, they are unfixable without path signals. Instead rely on 2D hit testing with priority rules based on speed. Proper signals will come in a future major version.
- Tentative fix for some clients unable to connect to complex and fast games. Clients are now not sent the sim stream until they are done importing the game, and then they fast forward to the server sim frame at max speed.
- Make viaducts 50% cheaper, since they are too close to the price of tunnels without their advantages
- Properly localize track kind names
- Fix very rare crasher related to pathfinding
- Tentative fix for rare crasher on text input
- Max speed mode in SP: set sim speed to 10000x, hide the UI, and let the game throttle down to what the CPU is capable of
- Decrease compensation fine by 4x
- Increase expected fares by 4x
- Rename "min wait" to "min stop time"
- Extra stop time applied when station is too full will now always reserve up to 3 minutes, independently of the min stop time set by players. the 2x limit of the min stop applies after that point. in practice this means that for trains that don't involve thousands of pax (in capacity or in the stations they visit), you can set the min. stop time to a low number (10s is the new game default) and the game will automatically take as much time as needed, up to 3m, or until the train is both full and fully processed.
- add text warning to end of stop scroll message when the stop time is too short to process all the pax in the station/train, or when the train is at max pax, fully processed, and there
are still pax in the station pending processing
- Add line mini tool to bulk set the min stop time of a line
- Rename "fare" in pax listing to "paid" and a "paid so far" in a tooltip
- Improve accounting text and ordering of items to make it more clear when something is a compensation or a refund, or both
- Multiplayer protocol version number is now automatic and depends on the game version

Version 1.1.20 changes

- Delete-only track controls in track editor need an icon that hints at being selectable
- Accounting UTC warning should display UTC time
- Fix: train sales are not reflected in accounting
- Hotfix: improvements to time expectations should not touch price expectations given the state of the overall cash balance
- Change expected pax travel time, specially for shorter distances. At shorter distances a logaritmic ramp has the most influence, them from around 30km a linear ramp starts having the most influence. The overall effect is more forgiving pax at shorter distances and not so much at longer distances.
- Redesign stop listing to make it clear where leg times apply
- Simple train sales, returning 75% of price
- Increase scroll delta when using mouse wheel
- Allow 20x and 30x speeds in MP. Switch back to lower speeds if you have sync problems
- Move to trash button in file picker
- Open in Explorer button in file picker
- Do not autoselect a line when creating a new slot
- Warn about UTC 0 based accounting
- Fix train list line filter not working in MP
- Fix map zoom and pan animations when vsync is off
- Fix using train intervention in MP occasionally causing desyncs
- Hotfix: remove the fixed 10m pathfind cost for going into a transfer station
- Time sax is now simply based on elapsed time vs expected time
- Sax tooltips now show the expected time, fare by the pax for a Neutral rating
- When a pax is already on a train, and has to decide if continuing on the train or transferring into station for another line, add a fixed 10m to the cost of the transfer option
- Fix crashers and slowdowns by massively optimizing the line drawing code
- Avoid UI collapse when sim cannot run at the desired speed by throttling down simulation speed (only in single player)
- Fix crasher when deleting a track that links two platform stations of the same station
- Increase max autosave slots to 100
- Wetlands are now drier
- Always set fresh empty orders for new trains unless it is a clone
- Refunds, compensations and running cost must be always be paid, even at under 0 balance
- Nerf overpass price
- Right mouse button must be always assigned to the map, never to the UI
- Train scheduler should warn that orders only update on trains while the sim is running.
- Remove branch time in line time estimator. It is always 0.
- Fixed an error with invalid 0 sized station platforms creating a worldwide station that includes every other station in the map, sometimes leading to crashes, always leading to hilarity.
- Fixed a rare crash when importing stations that lack a proper track connection.
- Fixed pax sax formula to actually measure distance to destination.
- Fixed pax sax formula to not have unrealistic expectations, even after the previous fix.

NIMBY Rails Early Access is releasing today!

It's here! I cannot believe it has been 2 years since I had that crazy idea to make a train game based on real world maps. And how it has all come together in the end, delivering an usable offline street map of the world in 21GB and a railway simulation that handles scales of thousands of kilometers at 1:1 resolution. And now that it is released, how much people is liking the game, and the builds and mods they are making. Thank you very much, to all of you!

The Early Access price is 16.99 USD / 13.99 EUR / 13.49 GBP, with a launch week discount of -10%, giving an Early Access launch week price of 15.29 USD / 12.59 EUR / 12.41 GBP.

NIMBY Rails Early Access launches on 26th January!

NIMBY Rails is finally ready for its Early Access release! It will be released on the 26th January. The Early Access price will be 16.99 USD / 13.99 EUR / 13.49 GBP, with a launch week discount of -10%, giving an Early Access launch week price of 15.29 USD / 12.59 EUR / 12.41 GBP.

It's been two years since that super slow, limited attempt at rendering a real world map was born, with the nebulous idea of building a train simulation on top. But it's finally here, and almost ready for launching. There's still quite a bit of work left to fully realize the vision of a detailed, technically precise, potentially world scale train simulation, but this first EA version is definitely more than halfway there.

You can also read more about December developments in the devblog for this month:
https://carloscarrasco.com/nimby-rails-december-2020/

(Updated on 17/01: pricing information)

Devblog for November 2020

Work continued for preparing for the Early Access release, chasing down the last pending major features. The big one for November is the final multiplayer UI/UX. Extensive work was also done for enabling localization, like proper multifont Unicode support and translation mods. And the game finally has something resembling a release date.

https://carloscarrasco.com/nimby-rails-november-2020/