Railwright · public · first seen
Hi Everyone, thank you for all of your feedback in the discussion and our discord channel. All of your voices has been heard and we are working promptly to make our game a little better each day.
Apologies that these fixes and improvements took a bit longer than anticipated. We were trying to constantly improve the FPS and overall smoothness of the gameplay experience making sure there are no additional bugs (That we are aware of) exists in the game.
We are working on newer models and Steam locos as well, more lights, new saddles, more customizable parts. Will likely rolling out on our next big update, which will be the station update. It will not be too long.
Thank you for your support and feedback!!
Here are the latest fixes and updates that addressing some of the issues and concerns;
When replenishing rails and sleepers, the track-laying vehicle now accounts for available space, preventing one type of material from filling the entire capacity and blocking the other.
The warehouse, shed, and cargo management interfaces now display carriage sequence numbers and custom names.
The "Undo" function in "Auto Build" can now revert an entire batch of planned construction added in a single action. For example, if 120 meters of track are added at once—even if the system breaks it into multiple segments—it will be treated as a single unit for the purpose of an undo operation.
For passengers seated inside enclosed carriages, the visibility distance in the standard camera view has been increased from approximately 4 meters to 15 meters. Additionally, character reconstruction and "popping" (sudden flickering/reappearance) during boarding and alighting have been reduced.
Optimized driver route memory: Changes to appearance—such as renaming, renumbering, or applying new liveries—will no longer invalidate a route. Substantial changes, such as modifications to track layout, direction, or train composition, will still trigger a re-validation.
The system now distinguishes between a route-search timeout and a line being occupied by another vehicle, ensuring that the "driver unfamiliar with route" notification is not displayed in cases where the line is simply blocked.
Adjusted the baseline height for automatic track laying. The system now supports connecting to existing station terminals by inheriting their height and gradient, without shifting any pre-existing tracks.
Resolved conflicts in the steam-locomotive tutorial regarding titles, target vehicles, and component installation checks.
Fixed an issue where the Level 2 Workshop tutorial would incorrectly trigger the Level 1 tutorial, causing UI buttons to become locked; this fix is also compatible with existing save files from previous tutorial sessions.
Standardized the "Review & Build" / "Confirm Build" workflow for the main Workshop; added a Level 2 Workshop guide that can be toggled on or off.
The tutorial can now detect research already completed or vehicles already constructed, preventing it from requesting redundant purchases.
Refined steam-locomotive mechanics, including cylinder drainage during startup, chimney exhaust, and mechanical rhythm. The system now distinguishes between coal smoke, exhaust steam, cylinder drainage, and braking steam.
Fixed a display discrepancy where the "Snap" status (alignment/locking state) did not match the button text when re-entering the Workshop. Also adjusted the total particle budget for multiple chimneys to prevent exceeding graphical performance limits. ## Automated Transport & Stops
Fixed an issue where braking records for remote vehicle tasks failed to synchronize upon completion, preventing new assignments from being issued.
The Dispatcher now accounts for available inventory, reserved cargo, and the effective capacity of trains when selecting existing contracts.
Improved visual feedback during coal loading—including coal piles, particle effects, and worker animations—to better reflect the actual amount of coal being loaded.
Added a "Stops" information panel, displaying the current station, the next destination, cargo details, and the status (e.g., waiting or planned).
Integrated previous work covering Workshops, Steam mechanics, and Automated Transport.
Tutorial progress tracking is now restricted to "Career Mode" (with tutorials enabled); it is disabled in Sandbox mode, Career Mode with tutorials skipped, and internal testing modes.
Reduced redundant scanning for tutorial triggers by implementing caching, change notifications, and periodic fallback checks; states are re-verified before advancing.
Optimized performance for tutorial detection in scenarios involving waiting for materials.
Loading/unloading logic for the Forest and Sawmill now focuses more precisely on the actual cargo bay area. The Forest crane also checks for reachability, preventing instances where trains parked too far away would still trigger loading or cause the crane arm to stretch unnaturally.
Stopping logic at the Kiln now prioritizes aligning the locomotive with the work zone, while accounting for the space required for cargo operations, long train consists, and reversing maneuvers.
Refined the display of "Stops" information and train names; fixed an issue where "Locate Train" or "Take Control" would incorrectly jump to a previous map location or an erroneous camera perspective.
Renamed "Select Train" to "Railway Hub," now incorporating navigation to the Engineer’s Office, Workshop, and Map.
Added a "Fire Dispatcher" function: this halts the assignment of new contracts while preserving existing contracts, cargo data, and cost records.
Introduced "Parking Zones" and route reuse; configurations are re-validated whenever track layouts, parking zones, or train consists are modified. Note that arriving at a designated zone does not automatically signify that cargo delivery is complete.
Added "Priority Dispatch," allowing the dispatcher to prioritize contracts specified by the player—without bypassing capacity or safety checks.
Corrected installation prompts for the Bell and Whistle. - Coal bunker openings and coal shoveling: This feature is enabled when the coal bunker and boiler are mounted on the same frame. The existing system of using a separate, coupled tender for coal supply remains unchanged, and no collision hitboxes have been added to the sides of the coal bunkers.
Fixed misleading prompts and rejection workflows during manual transport deliveries. It is now possible to accept lumber contracts in advance and reserve inventory incrementally, preventing local buyers from purchasing the stock before it can be delivered.
Added "Dispatch → Planning": A single train can now be scheduled to visit multiple stops in a specific sequence (e.g., 1 → 2 → 3). Users can configure actions—such as Load, Unload, or "Stop only"—along with quantities, specific contracts, and recurring loops.
Cargo for different contracts is tracked individually. For example, goods loaded at a Forest site can be delivered separately to a Kiln and a Sawmill, preventing the entire cargo from being unloaded at the first stop or causing duplicate settlement.
Added distance-based smoke effects.
A single Forest stop can now accommodate loading operations for multiple contracts; completed contracts are removed from the selection list. If no contracts are available, users can access the "Contracts" menu or disable the related notifications.
Added "Assign Dispatcher," allowing a dispatcher to automatically accept and assign relevant contracts based on a planned route.
Upon completion of a new Level 2 Workshop, players receive an initial supply of 100 L of water and 50 kg of coal.
Improved warehouse access, cargo selection, and error messaging—now providing clear feedback for issues such as selecting the wrong wagon type, excessive distance, a full warehouse, or cargo already reserved for another task.
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