NIMBY Rails

NIMBY Rails

NIMBY Rails > General Discussions > Topic Details
 This topic has been pinned, so it's probably important
Weird and Wry  [developer] Jan 26 @ 8:41am
Roadmap (1.1.x and long term)
1.1.x ROADMAP -----------
In rough order, things move up and down.

NOTE: 1.1 is feature complete for its scope, but there will still be one more 1.1 beta series with fixes and small QoLs before moving on to 1.2

[DONE] Clusterized pax
Represent pax as sets grouped by (spawn minute, origin, destination), rather than individuals. Allows to process pax AI much faster.

[DONE] Major performance improvements for the pax pathfinder

[DONE for 1.1, not forever] Train mods schema v2: freeform trains at mod level
Allow mods to define freeform trains, with any combination of units. Adapt the UI to this new system with some limited editing, like the current number of cars setting.
Missing: a few purchase interface filters, expanded description

[DONE for 1.1, not forever] Better pax pathfinding AI
The 1.1 pathfinder still relies on a static deterministic global search that does not consider dynamic times, but it is now able to consider dynamic times at the local level, before boarding a train.
A blind spot remains unfixed for 1.1.x: When in a station, pax consider the statically best train, and the train in front of them, adjust the best static path of these 2 trains with the line ETA interval times of the local, and pick one winner. They do not consider any other potential third train yet to arrive which has a worse static path but a winner time when adjusted for the local timings. This won't be fixed in the 1.1.x series and instead it will be fixed once fixed timetables are implemented.

[DONE] Report listings for stations, lines and trains
A new brief listing for various kind of objects, allowing to sort them by their accounting annotations or by some of their dynamic attributes.

[DONE] Dynamic, cached texturing for trains
Removes the texture limits and allows any number of train models and mods.

[DONE] Map object toggles
Menu to toggle most kinds of map objects, like train icons or station nameplates.

[DONE] Minitool dialog for lines
The current in-panel minitools for the lines editor have caused a lot of confusion. Move them out of the panel into its own panel, and make it clear it's a separate tool, not part of the line data. Also unify all the tools in a single tool.

[DONE] Better pax listings
Show by next leg destination/line, reduce the space of some columns and give it to others

[DONE] Platform status for station infowin

MID/LONG TERM ROADMAP --------------

Single track
Priority: HIGH
Effort: HIGH
The current (v1.1) "bidirectional double side permissive" track in the game is very playable and approachable, but it's not what I would like to have as the final track system in the game. I want to be able to express very complex intersections, and this is not possible with the current system. A must is to try to keep the playability of the game, and to keep old saves compatible, with a conversion process if required.

User editable signals and balises
Priority: Mid
Effort: HIGH
This goes hand in hand with the previous item, but if required it can be left for later, and keep inserting automatic signals as in version 1.1.

User tags
Priority: Mid
Effort: Mid
Allow users to define custom tags (with some kind of structure) and assign those tags to user created objects like lines and trains. Then allow to use said tags for filtering and grouping in object listings. Tags might also be used with user signals.

Real population density raster layer
Priority: Mid/Speculative
Effort: Mid-High
The current (v1.1) population layer is based on a simple approximation of the street density, and it doesn't even work that well. There are public datasets with world coverage for population density, although the resolution is not great. This item has some speculative aspects.

Fix the city assignation in POIs, AND/OR, have actual admin boundaries
Priority: Low-Mid
Effort: Mid-High
POIs are often located in the wrong city. Fixing this is complicated because a decision was made a year ago of dropping all administrative boundaries. A solution has to be found.

Accounting graphs
Priority: HIGH
Effort: Low
STONKS GO UP

Station/line status overlay
Priority: Mid-Low
Effort: Mid
Add a map overlay mode which clearly displays the current dynamic state of the stations and other real time pax/station/line information.

Line timing profiles AND dip toes into fixed timetables
Priority: Mid plus Speculative moonshot -levels
Effort: Mid-High
Allow lines to have more than one timing schedule, so they can have shorter intervals at different times of day/week. Additionally, the holy grail of timing realism would be to be able to express fixed timetables AND have trains actually be able to achieve them, by giving the players tools to do so in the way of signal control and train comms. Somehow.

Train scheduling review
Priority: Mid
Effort: Mid-High
The current train scheduler is a monster, because initially it was meant to be the central way to schedule trains per line stop too. This is not the case anymore. It must be simplified and transformed. It will depend on how lines develop too.

Public development contracts
Priority: Mid
Effort: Mid-High
Purely private rail projects are a small minority in the real world. Cities should be able to offer you contracts, infuse you with the cash on taking them, and then monitor your work for compliance.

Special demand areas, exclusively to what can be done with OSM data
Priority: Low
Effort: Mid-High
There is probably low hanging fruit in the OSM metadata to have special areas for demand, like airports. Eat the fruit.

Mod support: tracks
Priority: Mid
Effort: Mid
Allow mods that define new kinds of tracks, with custom speed limits, curve penalties, conflicts, etc.

Mod support: rulesets
Priority: Low-Mid
Effort: Low-Mid
Allow mods to change the constants of the game, including those governing demand formulas, catch areas, etc.

Flexible train sets and its mod counterpart
Priority: Low
Effort: Mid-High
Redesign the train purchase interface to build custom train sets from the individual units. Extra: make it more realistic by also allowing to repurpose already purchased units into new train sets.

NIMBYism
Priority: Low
Effort: HIGH
Introduce NIMBYs in the game. Your construction efforts make some areas dislike you very much, affecting the demand for your services, or making you pay extra.

More bundled trains
Priority: Mid
Effort: Contract work

Chill beats
Priority: Low
Effort: Contract work


Speculative/Experimental:

Procedural buildings
I started this experiment on summer 2020: https://carloscarrasco.com/nimby-rails-july-2020/

Post EA:
Workshop save sharing
Achievements
Steam stats
Last edited by Weird and Wry; Apr 4 @ 3:19pm
NIMBY Rails > General Discussions > Topic Details