Railwright · public · first seen
We've been spending quite a bit of time fixing issues with track construction, larger save files, and our AI Engineers. Some of these problems only started showing up once we built more complicated railway networks or started using longer trains.
This update also includes a few UI fixes, some changes to how route teaching works, and our first working Steam speed leaderboard.
We've changed how our automatic track construction handles new plans. Each section is now up to 12 meters long, with a target construction time of 6 seconds. Shorter sections will take less time depending on their length. Existing construction plans will continue using the previous system.
We've made some changes to how we load and save larger regional maps. This includes better memory checks, protecting object IDs, and improving how we recover if something goes wrong during saving.
Our game lobby can now preview trains stored in regional save files.
Larger save files can take a while to load, so we've added a loading message with an estimated wait and a timer showing how long you've actually been waiting.
We've been working on a few issues with our AI Engineers, especially when they have to deal with longer trains or more complicated railway layouts.
We've improved route planning. If an Engineer's preferred platform is occupied, they'll now try to find another safe way in rather than immediately giving up.
If route planning takes longer than 3 seconds, we'll show a message to let you know the Engineer is still working on it. For very large networks, we've increased the maximum planning time to 50 seconds.
We've also separated planning timeouts, cancelled requests, and cases where no valid route exists. These should now give different messages instead of making it look like every failed search means there's no route.
We fixed an issue where loading cargo could interrupt route teaching or cause a train to unexpectedly change direction.
Longer trains could sometimes get stuck during teaching after loading cargo in multiple sections. We've made changes to how these loading steps are handled.
We also fixed cases where taught routes weren't properly remembering loading or unloading stops (Gold fish memories are now gone).
We've adjusted how our AI Engineers use available pulling power, particularly when operating heavier trains.
When route teaching fails, we now provide more useful explanation of what went wrong.
We found an issue where buying a new vehicle from the same blueprint while the wreckage of an older one was still on the map could cause duplicate vehicle IDs.
This could eventually prevent the game from saving properly.
We've fixed how those vehicle identities are handled, including cases involving crashed vehicles that haven't been recovered yet.
We also fixed an issue with our Workshop incorrectly calculating the number of workers needed when rebuilding a vehicle.
A few smaller changes also made it into this update.
We've renamed the relevant commercial log entries to Contract Logs. Our goal is to make it easier to tell the difference between logs used for contracts, materials kept for your own construction, and logs used during the tutorial.
We've updated the related text in English, Simplified Chinese, German, and Canadian French.
For those building complicated junctions, you can now press F8 to show or hide switch markers. Use F7 to cycle through switches, or Shift + F7 to cycle backwards.
We fixed the victory music playing when connecting a sawmill or other industrial facilities. It should now play only once, when you actually connect your first city.
We've also finished setting up our first Steam leaderboard for the fastest train.
For now, we're keeping it exclusive to Career Mode, including Career Mode with the tutorial skipped. Sandbox runs won't count.
To register a speed, your train needs to travel above 50 km/h for more than 3 continuous seconds. We record the highest valid speed during that run, accurate to 0.01 km/h.
We've already tested the system with an actual driving session.
Our test train reached 50.70 km/h, and we successfully uploaded that result to Steam and retrieved it again to confirm the leaderboard was working.
It's a fairly simple leaderboard for now, but we wanted to make sure the actual Steam submission worked before moving on to anything more complicated.
A lot of the work in this update has been on systems that aren't immediately visible while playing.
As our railway networks get larger, we're finding more cases where things that worked fine on smaller maps don't behave quite as well with hundreds of track sections, multiple junctions, and longer trains.
We've made progress on those issues, but there's still more testing to do, particularly with large save files, older saves, and complicated routes.
We'll keep working through the problems players are reporting. If you run into anything unusual, please send us your save file or let us know how it happened. That makes tracking these issues down a lot easier.
Thanks for sticking with us.
Back to fixing trains.
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