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mod.io · Mod 6500166

Yet another Route Weaver: Road & Rail Auto-Connect

von ElectRocnicVersion 1.0Aktualisiert 08.11.2026Rev. 931,9 MiB
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Beschreibung

English · Deutsch · Français · Español · 简体中文 · 日本語


English

Inspired by the mod Auto Track Connector by Smokeystatue, with many ideas of my own on top: thanks to Smokeystatue for the idea and a great mod.

Pick two free track ends, or two dead-end roads: Yet another Route Weaver connects them with a route that never exceeds your max grade and min curve radius, and costs as little as it can. Where the height difference needs more length than the direct way has, the route gains it like a real mountain line: it winds along the slopes, turns in serpentines and climbs in loops that pass over or under themselves.

Construction menu: Tracks or Roads, then Tools, Yet another Route Weaver (Rail) or (Road). Click one end, then the other. The route appears see-through with its cost, length, steepest grade, bridges, tunnels and slowest curve; a click and a confirmation build it. Right-click goes one step back, and changing a setting plans the route again.

The settings are in a window that opens with the tool: movable and resizable, in sections, with a picture and an explanation for each setting:

  • Max grade in 0.1 % steps, Min curve radius and Max detour
  • Optimise for: Cheapest, Balanced, Gentle grades, or Natural: a route that follows the land like an old mountain railway or pass road, close to the ground and along the slopes, instead of the cheapest one
  • Speed bands: how much of the route keeps which speed. Curves are as wide as the land allows, tight ones only where the land needs them
  • Tycoon speed connection: for the late game, a direct line at top speed with long bridges and tunnels, even beneath towns
  • Serpentines with straight or curved legs; for roads also narrow stacks of tight hairpins straight up the slope
  • Bridges and tunnels: Never, Only if necessary or Allow, with limits for their height and length; rivers and lakes can still be crossed
  • Earthworks: embankment and cutting limits, terraforming, and natural slopes beside the earthworks instead of the game's steep sides, built as the game's own terrain (at the game's terraforming price, estimated before you build)
  • Crossing roads and railways on bridges or in tunnels, loops, and reuse of an existing line between the ends (joined by a switch or a junction)
  • Double track, single track with passing loops and signals, or two one-way roads side by side (motorways)
  • A seed for another route with the same settings, the search effort, and planning on the game's own threads

The tool and its window also work with a controller (consoles, or a gamepad on PC): the button Pick on the map at the bottom of the window (or Circle / B) puts the settings away, the cross hair and Cross / A pick the ends, and Cross / A with no end under the cross hair brings the settings back.

A route the game would refuse (something in the way) is repaired before you see it: that stretch is planned again around the spot.

The routes are the game's own tracks, roads, bridges and tunnels, and the natural slopes beside them are the game's own terrain: all of it stays when the mod is removed, and the game's terrain tools can change the slopes. Version 1.1.3 and older built the natural slopes as hidden objects of the mod; in such a savegame the tool offers to make them the game's own terrain or to remove them.

Multiplayer: not supported. Yet another Route Weaver is made for single player; in a game started through the multiplayer mod MPFever it turns itself off, and its tools only say so.

Languages: English, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português (Brasil), Русский, 简体中文, 繁體中文, 日本語, 한국어. Every text in the game is in all of them (windows, buttons, tooltips, messages, settings); this description is in English, German, French, Spanish, Chinese (Simplified) and Japanese.


Deutsch (German)

Inspiriert vom Mod Auto Track Connector von Smokeystatue, ergänzt um viele eigene Ideen: Danke an Smokeystatue für die Idee und einen grossartigen Mod.

Wähle zwei freie Gleisenden oder zwei Strassen, die in einer Sackgasse enden: Yet another Route Weaver verbindet sie mit einer Strecke, die deine maximale Steigung und deinen minimalen Kurvenradius immer einhält und so wenig wie möglich kostet. Wo der Höhenunterschied mehr Länge braucht, als der direkte Weg hat, gewinnt die Strecke sie wie eine echte Gebirgsstrecke: Sie schlängelt sich die Hänge entlang, wendet in Serpentinen und steigt in Schleifen, die über oder unter sich selbst hindurchführen.

Im Baumenü unter Gleise oder Strassen, dann Werkzeuge: Yet another Route Weaver (Schiene) oder (Strasse). Klicke auf ein Ende, dann auf das andere. Die Strecke erscheint durchsichtig mit Kosten, Länge, steilster Steigung, Brücken, Tunneln und langsamster Kurve; ein Klick und eine Bestätigung bauen sie. Ein Rechtsklick geht einen Schritt zurück, und jede geänderte Einstellung plant die Strecke neu.

Die Einstellungen stehen in einem Fenster, das sich mit dem Werkzeug öffnet: verschiebbar und in der Grösse veränderbar, in Abschnitten, mit einem Bild und einer Erklärung zu jeder Einstellung:

  • Max. Steigung in Schritten von 0,1 %, Min. Kurvenradius und Max. Umweg
  • Optimieren auf: Geringste Kosten, Ausgewogen, Sanfte Steigungen oder Natürlich: eine Strecke, die dem Gelände folgt wie eine alte Gebirgsbahn oder Passstrasse, nah am Boden und entlang der Hänge, statt der günstigsten
  • Tempostufen: welcher Anteil der Strecke welches Tempo hält. Kurven sind so weit, wie das Gelände es zulässt, enge nur dort, wo das Gelände sie verlangt
  • Tycoon-Schnellverbindung: für das späte Spiel eine direkte Strecke mit Höchsttempo, mit langen Brücken und Tunneln, sogar unter Städten hindurch
  • Serpentinen mit geraden oder geschwungenen Rampen; für Strassen auch enge Stapel von Kehren gerade den Hang hinauf
  • Brücken und Tunnel: Nie, Nur wenn nötig oder Erlauben, mit Grenzen für Höhe und Länge; Flüsse und Seen lassen sich trotzdem queren
  • Erdbau: Grenzen für Damm und Einschnitt, Terraforming und natürliche Böschungen neben dem Erdbau statt der steilen Flanken des Spiels, gebaut als eigenes Gelände des Spiels (zum Geländepreis des Spiels, vor dem Bauen geschätzt)
  • Strassen und Gleise auf Brücken oder in Tunneln kreuzen, Schleifen und bestehende Strecken zwischen den Enden mitnutzen (angeschlossen mit einer Weiche oder Einmündung)
  • Zweigleisig, eingleisig mit Ausweichstellen und Signalen oder zwei Einbahnstrassen nebeneinander (Autobahnen)
  • Ein Zufallswert für eine andere Strecke mit denselben Einstellungen, der Suchaufwand und die Planung auf den Threads des Spiels

Werkzeug und Fenster lassen sich auch mit einem Controller bedienen (Konsolen oder ein Gamepad am PC): Die Schaltfläche Auf der Karte wählen unten im Fenster (oder Kreis / B) legt die Einstellungen beiseite, mit dem Fadenkreuz und Kreuz / A wählst du die Enden, und Kreuz / A ohne Ende unter dem Fadenkreuz holt die Einstellungen zurück.

Eine Strecke, die das Spiel ablehnen würde (etwas steht im Weg), wird repariert, bevor du sie siehst: Das Stück wird um die Stelle herum neu geplant.

Die Strecken bestehen aus den Gleisen, Strassen, Brücken und Tunneln des Spiels, und die natürlichen Böschungen daneben sind eigenes Gelände des Spiels: Alles bleibt, wenn der Mod entfernt wird, und die Geländewerkzeuge des Spiels können die Böschungen ändern. Version 1.1.3 und älter hat die natürlichen Böschungen als versteckte Objekte des Mods gebaut; in solch einem Spielstand bietet das Werkzeug an, sie zu Gelände des Spiels zu machen oder sie zu entfernen.

Mehrspieler: nicht unterstützt. Yet another Route Weaver ist für Einzelspieler gemacht; in einem Spiel, das über die Multiplayer-Mod MPFever gestartet wurde, schaltet sich die Mod selbst aus, und ihre Werkzeuge zeigen nur einen Hinweis darauf.

Sprachen: English, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português (Brasil), Русский, 简体中文, 繁體中文, 日本語, 한국어. Alle Texte im Spiel gibt es in jeder davon (Fenster, Schaltflächen, Tooltips, Meldungen, Einstellungen); diese Beschreibung gibt es auf Englisch, Deutsch, Französisch, Spanisch, Chinesisch (vereinfacht) und Japanisch.


Français (French)

Inspiré du mod Auto Track Connector de Smokeystatue, avec beaucoup d’idées personnelles en plus : merci à Smokeystatue pour l’idée et pour un excellent mod.

Choisissez deux extrémités de voie libres, ou deux routes en impasse : Yet another Route Weaver les relie par un tracé qui respecte toujours votre pente max. et votre rayon de courbe min., au moindre coût. Là où le dénivelé demande plus de longueur que le chemin direct n’en offre, le tracé la gagne comme une vraie ligne de montagne : il serpente le long des pentes, tourne en lacets et monte en boucles qui passent au-dessus ou au-dessous d’elles-mêmes.

Menu de construction : Voies ou Routes, puis Outils, Yet another Route Weaver (Rail) ou (Route). Cliquez sur une extrémité, puis sur l’autre. Le tracé apparaît en transparence avec son coût, sa longueur, sa pente la plus forte, ses ponts, ses tunnels et sa courbe la plus lente ; un clic et une confirmation le construisent. Le clic droit revient d’une étape en arrière, et tout réglage modifié replanifie le tracé.

Les réglages sont dans une fenêtre qui s’ouvre avec l’outil : déplaçable et redimensionnable, en sections, avec une image et une explication pour chaque réglage :

  • Pente max. par pas de 0,1 %, Rayon de courbe min. et Détour max.
  • Optimiser pour : Le moins cher, Équilibré, Pentes douces ou Naturel : un tracé qui suit le terrain comme une vieille ligne de montagne ou une route de col, au ras du sol et le long des pentes, plutôt que le moins cher
  • Plages de vitesse : quelle part du tracé garde quelle vitesse. Les courbes sont aussi larges que le terrain le permet, serrées seulement là où il l’impose
  • Liaison rapide de magnat : pour la fin de partie, une ligne directe à vitesse maximale avec de longs ponts et tunnels, même sous les villes
  • Lacets à tronçons droits ou courbes ; pour les routes, aussi des piles serrées d’épingles droit dans la pente
  • Ponts et tunnels : Jamais, Si nécessaire ou Autoriser, avec des limites de hauteur et de longueur ; rivières et lacs restent franchissables
  • Terrassements : limites de remblai et de déblai, terraformation et talus naturels à côté des terrassements au lieu des flancs raides du jeu, construits comme terrain du jeu lui-même (au prix de terraformation du jeu, estimé avant de construire)
  • Croisement des routes et des voies sur des ponts ou en tunnel, boucles, et réutilisation d’une ligne existante entre les extrémités (raccordée par un aiguillage ou un carrefour)
  • Double voie, voie unique avec évitements et signaux, ou deux routes à sens unique côte à côte (autoroutes)
  • Une graine pour un autre tracé avec les mêmes réglages, l’effort de recherche et la planification sur les threads du jeu

L’outil et sa fenêtre fonctionnent aussi avec une manette (consoles, ou une manette sur PC) : le bouton Choisir sur la carte en bas de la fenêtre (ou Rond / B) met les paramètres de côté, le réticule et Croix / A choisissent les extrémités, et Croix / A sans extrémité sous le réticule ramène les paramètres.

Un tracé que le jeu refuserait (un obstacle sur le chemin) est réparé avant que vous ne le voyiez : le tronçon est replanifié autour de cet endroit.

Les tracés sont faits des voies, routes, ponts et tunnels du jeu, et les talus naturels à côté sont le terrain du jeu lui-même : tout reste en place si le mod est retiré, et les outils de terrain du jeu peuvent modifier les talus. La version 1.1.3 et les plus anciennes construisaient les talus naturels comme objets cachés du mod ; dans une telle sauvegarde, l’outil propose d’en faire le terrain du jeu ou de les supprimer.

Multijoueur : non pris en charge. Yet another Route Weaver est fait pour le solo ; dans une partie lancée par le mod multijoueur MPFever, il se désactive de lui-même et ses outils ne font plus que l’indiquer.

Langues : English, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português (Brasil), Русский, 简体中文, 繁體中文, 日本語, 한국어. Tous les textes du jeu existent dans chacune d’elles (fenêtres, boutons, infobulles, messages, réglages) ; cette description existe en anglais, allemand, français, espagnol, chinois (simplifié) et japonais.


Español (Spanish)

Inspirado en el mod Auto Track Connector de Smokeystatue, con muchas ideas propias añadidas: gracias a Smokeystatue por la idea y por un mod excelente.

Elige dos extremos de vía libres, o dos carreteras sin salida: Yet another Route Weaver los une con una ruta que respeta siempre tu pendiente máxima y tu radio mínimo de curva, al menor coste posible. Donde el desnivel exige más longitud de la que tiene el camino directo, la ruta la gana como una auténtica línea de montaña: serpentea por las laderas, gira en zigzags y sube en bucles que pasan por encima o por debajo de sí mismos.

Menú de construcción: Vías o Carreteras, luego Herramientas, Yet another Route Weaver (Raíl) o (Carretera). Haz clic en un extremo y luego en el otro. La ruta aparece transparente con su coste, longitud, pendiente más fuerte, puentes, túneles y curva más lenta; un clic y una confirmación la construyen. El clic derecho retrocede un paso, y cambiar cualquier ajuste vuelve a planificar la ruta.

Los ajustes están en una ventana que se abre con la herramienta: se puede mover y cambiar de tamaño, está ordenada por secciones y tiene una imagen y una explicación para cada ajuste:

  • Pendiente máxima en pasos de 0,1 %, Radio mínimo de curva y Desvío máx.
  • Optimizar para: Coste mínimo, Equilibrio, Pendientes suaves o Natural: una ruta que sigue el terreno como un viejo ferrocarril de montaña o una carretera de puerto, pegada al suelo y a lo largo de las laderas, en lugar de la más barata
  • Franjas de velocidad: qué parte de la ruta mantiene qué velocidad. Las curvas son tan amplias como permite el terreno, cerradas solo donde el terreno lo exige
  • Conexión rápida de magnate: para el final de la partida, una línea directa a velocidad máxima con puentes y túneles largos, incluso bajo las ciudades
  • Zigzags con tramos rectos o curvos; para carreteras también pilas estrechas de curvas de herradura recto pendiente arriba
  • Puentes y túneles: Nunca, Solo si hace falta o Permitir, con límites de altura y longitud; ríos y lagos se pueden cruzar de todos modos
  • Movimiento de tierras: límites de terraplén y desmonte, terraformación y taludes naturales junto a las obras en lugar de los flancos empinados del juego, construidos como terreno propio del juego (al precio de terraformación del juego, estimado antes de construir)
  • Cruzar carreteras y vías con puentes o túneles, bucles y reutilizar una línea existente entre los extremos (unida con un desvío o un cruce)
  • Vía doble, vía única con apartaderos y señales, o dos carreteras de sentido único paralelas (autopistas)
  • Una semilla para otra ruta con los mismos ajustes, el esfuerzo de búsqueda y la planificación en los hilos del juego

La herramienta y su ventana también funcionan con un mando (consolas, o un mando en PC): el botón Elegir en el mapa, abajo en la ventana (o Círculo / B), aparta los ajustes, la mira y Cruz / A eligen los extremos, y Cruz / A sin ningún extremo bajo la mira devuelve los ajustes.

Una ruta que el juego rechazaría (algo en el camino) se repara antes de que la veas: ese tramo se vuelve a planificar rodeando el lugar.

Las rutas son vías, carreteras, puentes y túneles del propio juego, y los taludes naturales junto a ellas son terreno propio del juego: todo se queda si se quita el mod, y las herramientas de terreno del juego pueden cambiar los taludes. La versión 1.1.3 y anteriores construían los taludes naturales como objetos ocultos del mod; en una partida así, la herramienta ofrece convertirlos en terreno del juego o quitarlos.

Multijugador: no compatible. Yet another Route Weaver está hecho para un solo jugador; en una partida iniciada con el mod multijugador MPFever se desactiva solo, y sus herramientas solo lo indican.

Idiomas: English, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português (Brasil), Русский, 简体中文, 繁體中文, 日本語, 한국어. Todos los textos del juego están en cada uno de ellos (ventanas, botones, descripciones emergentes, mensajes, ajustes); esta descripción está en inglés, alemán, francés, español, chino (simplificado) y japonés.


简体中文 (Chinese, Simplified)

灵感来自 Smokeystatue 的模组 Auto Track Connector,并加入了我自己的许多想法。感谢 Smokeystatue 提供的创意和出色的模组!

选择两个空闲的轨道端点或两条尽头道路,Yet another Route Weaver 会用一条始终不超过你设定的最大坡度、不小于最小曲线半径且尽量省钱的路线把它们连接起来。当高差所需的长度超过直线距离时,路线会像真正的山区线路那样增加长度:沿山坡蜿蜒,以盘山弯道折返,并以从自身上方或下方穿过的螺旋环线爬升。

在建造菜单的轨道或道路中打开工具,再选择 Yet another Route Weaver(铁路)或(道路)。先点击一个端点,再点击另一个。路线会以半透明方式显示,并给出费用、长度、最陡坡度、桥梁、隧道和最慢弯道;再点击一次并确认即可建造。右键返回上一步,更改任何设置都会重新规划路线。

所有设置都在随工具打开的窗口中,可移动、可调整大小,按分区排列,每项设置都配有图片和说明:

  • 最大坡度(0.1% 步长)、最小曲线半径和最大绕行
  • 优化目标:成本最低、均衡、平缓坡度或自然:像古老的山区铁路或山口公路一样顺应地形、贴近地面、沿山坡延伸的路线,而不是最省钱的路线
  • 速度等级:路线中多大比例保持哪种速度。弯道在地形允许的范围内尽量宽缓,急弯只出现在地形需要的地方
  • 大亨高速连接:用于游戏后期,以最高速度直达,允许长桥和长隧道,甚至从城镇下方穿过
  • 盘山弯道的路段可笔直或弯曲;道路还可选紧凑样式,一叠紧密的回头弯笔直沿坡而上
  • 桥梁和隧道:从不、仅在必要时或允许,并可限制高度和长度;河流和湖泊仍可跨越
  • 土方工程:路堤和路堑上限、地形改造,以及在土方旁生成自然边坡,取代游戏自带的陡峭边坡;自然边坡会建成游戏自身的地形(按游戏的地形改造价格,建造前会先估算)
  • 以桥梁或隧道跨越道路和铁路、螺旋环线,以及复用两端之间的现有线路(以道岔或路口接入)
  • 复线、带会让站和信号的单线,或两条并行的单向道路(高速公路)
  • 种子(相同设置下换一条路线)、搜索力度,以及在游戏的多线程上规划

该工具及其窗口也支持手柄操作(主机,或 PC 上的手柄):窗口底部的“在地图上选择”按钮(或圆圈键 / B)会收起设置,用准星和叉键 / A 选择端点,准星下没有端点时按叉键 / A 即可返回设置。

如果游戏会拒绝某条路线(有东西挡路),模组会在你看到之前修复它:绕开该处重新规划那一段。

路线由游戏自带的轨道、道路、桥梁和隧道组成,路线旁的自然边坡则是游戏自身的地形:移除模组后这些都会保留,并且可以用游戏的地形工具修改边坡。1.1.3 及更早版本把自然边坡建成本模组的隐藏对象;在这样的存档中,工具会提出把它们变为游戏地形或将其移除。

多人游戏: 不支持。Yet another Route Weaver 专为单人游戏制作;在通过多人游戏模组 MPFever 启动的游戏中,它会自动关闭,其工具只会显示相应提示。

语言: English、Deutsch、Français、Español、Italiano、Nederlands、Polski、Português (Brasil)、Русский、简体中文、繁體中文、日本語、한국어。游戏内的所有文字(窗口、按钮、提示、消息、设置)均提供以上每种语言;本说明提供英语、德语、法语、西班牙语、简体中文和日语版本。


日本語 (Japanese)

Smokeystatue さんの MOD「Auto Track Connector」に着想を得て、独自のアイデアを多数加えたものです。素晴らしいアイデアと MOD を作ってくださった Smokeystatue さんに感謝します。

空いている線路の端を2つ、または行き止まりの道路を2本選ぶと、Yet another Route Weaver が設定した最大勾配と最小カーブ半径を必ず守り、できるだけ安く済むルートでつなぎます。高低差に直線距離より長い距離が必要な場所では、本物の山岳路線のように距離を稼ぎます。斜面に沿って曲がりくねり、つづら折りで折り返し、自分自身の上や下をくぐるループで登ります。

建設メニューの線路または道路から道具を開き、Yet another Route Weaver(鉄道)または(道路)を選びます。片方の端をクリックし、次にもう片方をクリックします。ルートが半透明で表示され、費用、長さ、最急勾配、橋、トンネル、最も遅いカーブが示されます。もう一度クリックして確認すると建設されます。右クリックで1つ前に戻り、設定を変えるとルートが計画し直されます。

すべての設定はツールと一緒に開くウィンドウにあります。移動とサイズ変更ができ、セクションごとに整理され、各設定に図と説明が付いています。

  • 最大勾配(0.1% 刻み)、最小カーブ半径、最大迂回距離
  • 最適化の基準:最安、バランス、緩やかな勾配、または自然(昔の山岳鉄道や峠道のように地形に沿い、地面に近く斜面に沿って進むルート。最安ルートではありません)
  • 速度帯:ルートのどの割合がどの速度を保つか。カーブは地形が許す限り緩やかにし、急カーブは地形が必要とする場所だけ
  • タイクーン高速接続:ゲーム後半向けに、長い橋やトンネルを使い、町の下もくぐって最高速度で直結
  • つづら折りの区間は直線または曲線。道路では、急なヘアピンを積み重ねて斜面をまっすぐ登る狭い形も選べます
  • 橋とトンネル:なし、必要な場合のみ、許可から選び、高さと長さの上限を設定。川や湖はそれでも渡れます
  • 土工:盛土と切土の上限、テラフォーミング、そしてゲーム標準の急な法面の代わりに自然な法面。自然な法面はゲーム自体の地形として造成されます(ゲームの地形改変の料金で、建設前に見積もります)
  • 道路・線路との交差は橋かトンネルで、ループ、両端の間にある既存の路線の利用(分岐器または交差点で接続)
  • 複線、行き違い設備と信号付きの単線、または一方通行道路2本の並列(高速道路)
  • 同じ設定で別のルートを得るシード、探索レベル、ゲームのスレッドでの計画

ツールとそのウィンドウはコントローラーでも操作できます(コンソール、または PC のゲームパッド):ウィンドウ下部の「マップで選択」ボタン(または○ボタン / B)で設定を閉じ、照準と×ボタン / A で端を選びます。照準の下に端がないときに×ボタン / A を押すと設定に戻ります。

ゲームが拒否するルート(何かが邪魔をしている場合)は、表示される前に修復されます。その区間をその場所を避けて計画し直します。

ルートはゲーム標準の線路、道路、橋、トンネルでできており、その横の自然な法面はゲーム自体の地形です:MODを外してもすべて残り、ゲームの地形ツールで法面を変更できます。バージョン1.1.3以前は自然な法面をこのMODの隠しオブジェクトとして建てていました。そのようなセーブデータでは、ツールがそれらをゲームの地形にするか撤去するかを提案します。

マルチプレイ: 非対応。Yet another Route Weaver はシングルプレイ用です。マルチプレイMOD「MPFever」経由で起動したゲームでは自動的にオフになり、ツールはその旨を表示するだけです。

言語: English、Deutsch、Français、Español、Italiano、Nederlands、Polski、Português (Brasil)、Русский、简体中文、繁體中文、日本語、한국어。ゲーム内のすべてのテキスト(ウィンドウ、ボタン、ツールチップ、メッセージ、設定)がこれらすべての言語に対応しています。この説明文は英語、ドイツ語、フランス語、スペイン語、中国語(簡体字)、日本語で用意しています。



CHANGELOG

1.1.7 - not for multiplayer: in a game started through the multiplayer mod MPFever, Yet another Route Weaver turns itself off and says so

  • Yet another Route Weaver is made for single player: in multiplayer every player's game would plan and build its own routes, and the games would drift apart. In a game started through the multiplayer mod MPFever the mod now turns itself off: both tools only show a message that says so (in the construction menu and at the mouse), with no window, no picking and no planning. Saves with natural slopes from 1.1.3 or older still load.
  • Solo games are not affected, also when MPFever is installed: only a game started through MPFever counts.
  • The description says it too, and the new texts come in every language the game has.

1.1.6 - controller fix: the tool no longer gets stuck on a route after the first one is built (PS5 report)

  • Fixed (controller, a PS5 report): after the first route of a game the tool could get stuck on the next one: the route was planned, but Cross / A did not open the confirmation, and the tool chosen again (after Circle) came back to the same route, so no other route could be picked anywhere. Now Cross / A on a route always brings up its confirmation, also when an earlier one was lost without closing properly, and with a controller ending the tool (Circle on the map) really starts anew: the tool chosen again begins with picking the start; its settings stay.
  • With the mouse, right-click from a route also closes its confirmation if one is open (it would have built the route just dropped).
  • The tool's timings (a second click, how long messages stay, the "Click again to reset all" question) now follow the game's own clock. On some systems the clock the mod used counts the processor time of all the game's threads together and can run several times faster than real time; "Reset all" could then ask again for only a moment.
  • If the game stops answering while the natural slopes are being made terrain, the tool gives up after a minute (with a message) instead of waiting for ever; until then, the confirmation of another route says why its Build is greyed.
  • Planning on threads: a worker that plans in the next wave no longer gets a "clear" message right before its new job.

1.1.5 - all texts in the game in every language the game has: Russian, Polish, Italian, Dutch, Portuguese (Brazil), Korean and Chinese (Traditional) are new

  • All texts in the game (settings window, construction menu, tooltips, messages, confirmations) now come in every language the game has: Italian, Dutch, Polish, Portuguese (Brazil), Russian, Chinese (Traditional) and Korean are new, besides English, German, French, Spanish, Chinese (Simplified) and Japanese. The description lists them; it stays in its six languages.
  • Lengths, speeds and units in the settings window are written as the language writes them (м, км, км/ч in Russian).
  • The route's figures in the tooltip and the confirmation now use the language's decimal sign too (1,60 km and 2,50 % where a comma is the decimal sign), as the settings window already did. The earth moved for the natural slopes has the game's thousands separators (175,361 m³ or 175.361 m³ instead of 175361 m³).
  • Fixed: the window's top line wrote the route's price with the wrong thousands separators in languages with a decimal comma ($7,484,297 instead of $7.484.297).
  • Fixed: a summary in the window's left column that was wider than the column on its own (a long road type name, or Russian "Только при необходимости") got an empty line before it and was cut off at the edge; it now breaks between its words.
  • With a controller, the route's tooltip is wider and its last two hints share a line, so its last lines and the game's price tag under it stay above the construction menu in the longer languages and in Japanese (taller lines) too.
  • Line breaks: a number stays on the line of its unit or percent sign (no more "28" at a line end and "m)" on the next), Korean texts in the tooltip and the confirmation break only between words, and a Polish one-letter word stays on the line of the word after it.
  • Translation fixes from reading every language in the game: clearer wording in several languages, and the Japanese Tycoon choices use the full-width colon like the rest of the Japanese texts.

1.1.4 - natural slopes become the game's own terrain; old earthworks can be kept as terrain or removed; Terraforming Off means no terraforming at all

  • Fixed: the natural slopes were built as hidden objects of the mod that nothing could select or bulldoze. They stayed when the track or road was removed, and the game's terrain tools could not change the land under them. Now the build makes them the game's own terrain, as the game's terrain tools do: they stay when the route is removed and also without the mod, and the terrain tools can level or reshape them. The preview shows them as before.
  • The game charges its own terraforming price for this, much more than for its own steep sides. The price depends mostly on the land's height: about 4,400 per changed point of its 4 m grid at 50 m above sea level, about 20,000 at 250 m (normal difficulty). The route's price now includes an estimate of it (from about 47,000 measured prices on mountain test maps, plus 15 % to spare), shown in the tooltip, the settings window and the confirmation.
  • If the company's money does not cover the estimate, the route is not built: the confirmation has no Build, and it recommends trying the route with Natural slopes Off, because they are likely the largest part of the price.
  • The slopes are made terrain first, then the route is built on them, and a message shows the progress (long routes take some seconds).
  • Terraforming Off now means no terraforming at all: Natural slopes are switched off with it (greyed in the settings window), also with "All earthworks". The route still gets the game's own embankments and cuttings up to Max embankment / Max cutting. Before, Off with "All earthworks" still shaped the slopes of every earthwork.
  • Savegames with natural slopes from version 1.1.3 or older: when the tool opens, it finds their hidden earthworks and asks what to do. "Keep as terrain" leaves the land as it looks and makes it the game's own terrain. "Remove" gives the land back the shape it had before; beside a road or track that is still there, the game's own steep sides come back. "Later" asks again next time. Both options show an estimated price and are offered only when the money covers it.

1.1.3 - the build confirmation shows the whole summary without scrolling

  • The confirmation before building is wider and taller, so the whole summary of the route (ends, length, grade, bridges and tunnels, earthworks, speeds, cost) fits without a scroll bar, in every language. With a controller the scroll bar could not be moved (found on PS5). The game's own problem messages in it are cut after about three lines.

1.1.2 - controller: the ends can be picked on the map, the settings window makes way and comes back

  • Fixed for controllers (consoles, or a gamepad on PC): Cross / A on the map never reached the tool, so no road or track end could be picked. The game's construction menu kept the button for its own entry, which happens when a tool's place in the menu differs from its number in the game's list of constructions (as in Tracks, Tools); the tool now takes such a press as its own.
  • The settings window has a new button at the bottom, "Pick on the map". It, Circle / B and L1 + Y put the window away while the tool keeps running, and the cross hair picks the ends. Until now the window stayed open and looked the same.
  • Back to the settings with a controller: Cross / A with no road or track end under the cross hair opens the window again with the focus in it, also between the two ends. The confirmation of a shown route has a third choice, "Settings": change a setting there, and the route is planned again with it.
  • With a controller, the tool's tooltip names its buttons: Cross / A away from any end brings back the settings, Circle / B ends the tool (the game's construction menu takes Circle on the map, as for its own tools). Mouse and keyboard work as before.

1.1.1 - fixed for PS5: the tool no longer stops with a Lua error when its window opens

  • Fixed: on PS5 the tool stopped with a Lua error as soon as its settings window opened ("Could not assign value to userdata 'closable'"): the console's game has no such setting for its windows. The window, the confirmation and the tool now give the game only the settings it knows, on every platform; on PC nothing changes.

1.1.0 - Optimise for Natural, controller support, natural slopes for passing loops and double track

  • New: Optimise for Natural. The route follows the land like an old mountain railway or pass road instead of looking for the lowest cost: it keeps close to the ground with as little cutting, embankment, bridge and tunnel as it can, winds along the slopes and valleys in flowing curves, and accepts a longer, slower way for it (within Max detour). If no such route is found, the route is planned as Balanced and its tooltip says so.
  • Fixed: natural slopes were missing on every route built as more than one line: single track with passing loops, double track, and two one-way roads side by side. Such routes got only the game's own steep sides, so a deep cutting on a railway stood as a wall. All lines and their turnouts are now shaped together, with the same gentle slopes as a single road or track.
  • Natural slopes beside lines that run side by side now reach as far as set (Slope reach) more often; they had been narrowed for the game's limit on shaped land although far less was used.
  • Controllers (consoles, or a gamepad on PC): the settings window opens with the focus, so the D-pad goes from setting to setting at once and the explanation follows; Circle / B (or L1 + Y) goes back to the map to pick the ends with the cross hair, the window stays open; Circle on the map steps back and at last ends the tool and closes the window; choosing the tool again brings the settings back. With a controller the window has no close button (it closes with the tool). Mouse and keyboard work as before.
  • The development switches no longer ask the system for environment variables unguarded, which a console may not offer.

1.0.0 - first release

  • Two tools in the construction menu, Tracks / Roads -> Tools: Yet another Route Weaver (Rail) and (Road). Click two free track ends or two dead-end roads; the route is planned, shown see-through with its cost and figures, and built with a click and a confirmation.
  • Routes that never exceed the max grade (0.1 % steps) and the min curve radius, with curves as wide as the land allows; serpentines, loops over or under themselves, a max detour from the straight line.
  • Speed bands: how much of the route keeps which speed, so tight curves go only where the land needs them; a seed for another route with the same settings.
  • Tycoon speed connection: a direct line at top speed for the late game, with long bridges and tunnels, also beneath towns.
  • Serpentine legs straight or curved; for roads also narrow stacks of tight hairpins straight up the slope.
  • Bridges and tunnels Never / Only if necessary / Allow with height and length limits, still over and under water when wanted; clearance and bridge shape over water; bridge and tunnel types.
  • Earthworks: embankment and cutting limits, terraforming, natural slopes beside the earthworks.
  • Crossing roads and railways on bridges or in tunnels; reuse of an existing line between the ends, joined by a switch (rail) or a junction (road).
  • Double track, single track with passing loops and their signals, two one-way roads side by side.
  • Planning on the game's own threads or in the background, best of 2 or 4 seeds, search effort; a route the game would refuse is repaired before it is shown.
  • A settings window that opens with the tool: movable and resizable, in sections, with a picture and an explanation for each setting.
  • English, German, French, Spanish, Chinese (Simplified) and Japanese.

Bilder