- Multithreaded, asynchronous, speculative pathfinder warmup for pax inside trains. Use the time the train spends on the tracks to perform the pathfinding its pax (and those of the next station stop) will require to make decision about said train. On top of that make such process happen in separate thread(s) in a nonblocking way, by mediating its results using the existing pax pathfinder cache.
- After certain zoom level, make trains thicker so they are more visible
- Draw trains starting at wider zoom levels (they may appear offcenter from the track at these zoom levels; this will solve itself in v1.2)
- Make trains with less than 24h of life return 100% of purchase price when sold
- Clustered pax: pax now represent groups rather than being individuals. The count column is now always visible in pax listings.
- Store pax lists sorted by their next destination or their next stop, for stations and trains, respectively. This allows pax to be processed in batches and to quickly skip over pax when they are not interested in a train or station.
- Lost pax detection is now performed at a much lower rate than before, up to 30m of in-game time.
- Pax with a valid next stop station that is no longer part of a line (for example, after a user edits a line) are now detected and forced to leave the train at its next stop to hopefully continue their trip (also checked with a long delay of ~30m).
- Add pending pax counters to the train pax counters on station stops, to give more information on its progress
- Add missing "full station" accounting at the station level
- Use a true LRU cache policy for pax pathfind cache and track pathfind cache
- Cap pax pathfind cache to 256K entries for biased and nonbiased results, and to 128K entries for no path results
- Optimize some data structures in the game logic after testing them for safety and correctness
- Optimize data structures used in pathfinder
- MP: make state streaming from the server have less potential bandwidth spikes
- Add pax pathfinder cache stats to the F11 panel.
- Review train boarding flow to remove some fairness guarantees, making it faster overall
- If all trains in a station have completed their normal loading/unloading phase, slow down the station flow by a large margin
- Make all stations have the same flow, independent of capacity, as long as one of their stopped trains still has nonzero pending counters
- Jitter lost pax checker timers so they don't pile up in the same frame
- When a fatal error is detected in the renderer, show a fatal modal dialog and automatically switch to the other renderer, then collect the Bugsplat report
- Fix: when the IME popup is displayed some text editing keys should be reserved for the IME editor and not passed to the UI
- Fix: rare crash related to using a translation while the translation mod is being updated in the background
- Fix: refunded pax due to full stations are counted twice in the station event labels
- Fix: performance never went back to fully cached levels after the pathfinder cache was flushed by a line edit
- Fix: the lost pax checker could cause stuck trains in very specific circumstances
- Fix: sometimes trains weren't properly storing their creation date
Version 1.1.68 Changelog
Update notes via Steam Community
Some depots below may not display changed files because our bot does not own the specific depot or game.
Game can be donated with a key, by sending a gift, or using curator system.
NIMBY Rails Content
Depot 1134711
- Loading history…
Changed files in this update