Yet another Route Weaver: Road & Rail Auto-Connect
Description
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| 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. Long mountain routes are planned in parts, side by side on the game's threads; a route that needs more than three times the direct way is planned only after you agree, with a list of the settings that help.
Construction menu: Tracks or Roads, then Tools, Yet another Route Weaver (Rail) or (Road). Click one end, then the other. An end is a free track end or a dead-end road, a station (its nearest free end), or any place on an existing track or road: there the route branches off, by a switch from a track, at a junction from a road. 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 (Off by default: dear and slow), 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
- Presets: all of a tool's settings kept under a name and loaded again in any game; one of them can be the start preset
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. Lange Gebirgsstrecken werden in Teilen geplant, nebeneinander auf den Threads des Spiels; eine Strecke, die mehr als dreimal so lang sein muss wie der direkte Weg, wird erst nach deiner Zustimmung geplant, mit einer Liste der Einstellungen, die helfen.
Im Baumenü unter Gleise oder Strassen, dann Werkzeuge: Yet another Route Weaver (Schiene) oder (Strasse). Klicke auf ein Ende, dann auf das andere. Ein Ende ist ein freies Gleisende oder eine Sackgasse, eine Station (ihr nächstes freies Ende) oder eine beliebige Stelle eines bestehenden Gleises oder einer Strasse: Dort zweigt die Strecke ab, vom Gleis mit einer Weiche, von der Strasse an einer Einmündung. 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 (standardmässig aus: teuer und langsam) 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
- Voreinstellungen: alle Einstellungen eines Werkzeugs unter einem Namen gespeichert und in jedem Spiel wieder geladen; eine davon kann die Startvoreinstellung sein
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. Les longs tracés de montagne sont planifiés par parties, côte à côte sur les threads du jeu ; un tracé qui doit faire plus de trois fois la distance directe n’est planifié qu’après votre accord, avec la liste des paramètres qui aident.
Menu de construction : Voies ou Routes, puis Outils, Yet another Route Weaver (Rail) ou (Route). Cliquez sur une extrémité, puis sur l’autre. Une extrémité est un bout de voie libre ou une route en impasse, une gare (son bout libre le plus proche) ou n’importe quel endroit d’une voie ou d’une route existante : le tracé y bifurque, par un aiguillage sur une voie, par un carrefour sur une route. 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 (désactivée par défaut : chère et lente) 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
- Préréglages : tous les paramètres d’un outil enregistrés sous un nom et rechargés dans n’importe quelle partie ; l’un d’eux peut servir de préréglage de départ
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. Las rutas largas de montaña se planifican por partes, a la vez en los hilos del juego; una ruta que necesita más de tres veces la distancia directa solo se planifica cuando lo aceptas, con una lista de los ajustes que ayudan.
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. Un extremo es un extremo de vía libre o una carretera sin salida, una estación (su extremo libre más cercano) o cualquier punto de una vía o carretera existente: allí la ruta se bifurca, por un desvío en una vía o por un cruce en una carretera. 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 (desactivada por defecto: cara y lenta) 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
- Preajustes: todos los ajustes de una herramienta guardados con un nombre y cargados de nuevo en cualquier partida; uno de ellos puede ser el preajuste inicial
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。长距离山区线路会分段规划,在游戏的多线程上同时进行;需要超过直线距离三倍长度的线路,要在你确认后才会规划,并会列出有帮助的设置。
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。端点可以是空闲的轨道端点或尽头道路、车站(取其最近的空闲端点),也可以是现有轨道或道路上的任意位置:路线会从那里分出,轨道用道岔,道路用路口。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(默认关闭:昂贵且缓慢),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
- 预设:将一个工具的全部设置以名称保存,并可在任何游戏中重新载入;其中一个可设为启动预设
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。長い山岳ルートは区間に分けて、ゲームのスレッドで並行して計画します。直線距離の3倍を超える長さが必要なルートは、役立つ設定の一覧を示し、確認を得てから計画します。
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。端には、空いている線路の端や行き止まりの道路、駅(最も近い空いている端)、または既存の線路や道路上の任意の場所を選べます。その場合、ルートはそこから分かれます(線路では分岐器、道路では交差点)。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(初期設定はオフ:高価で時間がかかります)、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
- プリセット:ツールのすべての設定を名前を付けて保存し、どのゲームでも読み込めます。そのうち1つを開始時のプリセットにできます
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 |
1.2.0 - stations and any track or road as ends; routes beside an existing line (passing tracks, a station's other track); long mountain routes plan much sooner (in parts, side by side on threads), with a warning and a question before very long ones; loops on the land; straight, square bridges over water; settings presets; terraforming Off by default; plus fixes from players' reports
- New: point at a station, a depot or an industry, anywhere on it, and the tool takes its nearest free track or road end. Until now only the end itself could be pointed at (asked for by a player).
- New: any track or road on the ground can be an end, so no stub has to be built first. Point at it and click: the route branches off right there. From a road the new road leaves square to it at a T junction (the road is split there, and the junction gets its lane rules). From a track it leaves by a switch as the game's own track tool makes one: along the line and curving away from it, in the direction of the route's other end and on its side. Where a switch needs room (about 70 m of track without another switch or an end) it is moved a little along the track, and it leaves to the other side where a second track lies beside the line. Not on bridges, in tunnels or on a station's own tracks. Where a road junction does not fit right where you point, the tool takes the nearest place along the street where one does, up to 300 m away. On a town's street the new road joins it only where the street's pieces already meet (the game's plots for the town's houses lie along the pieces, and a piece split by a script crashed the game), and only on a side where no town house stands in its way; the tooltip says so, and says when there is no such place within 300 m.
- A free end within 25 m of the mouse still wins over the piece under it, so short stubs work as before. On a longer dead-end piece, point near its end for the end and further along for a junction. The tooltip says what a click takes ("switch on a track", "junction on a road").
- From or to a picked junction the route is one track or one road; a track with passing loops works too (its own track starts at the switch). With Tracks Double or Two roads side by side the tool asks for a single one or for free ends. No other line is shared on the way.
- A piece that carries a signal or a stop is never split: the tool says so, and a line shared on the way (Reuse existing lines) is not joined there either. Before, a junction made on such a piece by sharing a line could lose the signal.
- Fixed (a player's report): a route could not run beside an existing track or road. The tool took a new track at the game's own track spacing (5 m) beside a line for one running into that line, so a route to a station's track beside the line, to a siding or along a second track was never found ("No height profile fits this ground plan"). A route now runs beside a line at its spacing: beside a track 5 m from it, beside a road both widths apart. Where it comes towards a line or crosses it, it keeps clear of it or crosses it on a bridge or in a tunnel as before, and beside a line on an embankment or in a cutting it keeps its distance as before.
- A switch picked on a track now leaves the way the route needs. The tool looks at the switch to both sides of the track and both ways along it (and at both sides of a road for a T junction), plans the ones that lead towards the other end on its side of the line, and keeps the cheapest route; only when none of them has a route does it try the others. Before, the side was taken from the track's direction at the switch: where the other end lay almost on the line (a station's track beside it, or a line curving towards it) the switch could leave to the wrong side, and the route found nothing. Between two switches on one track (a bypass) both now leave to the same side.
- New: where the other end lies beside the line (a station's track beside it, another switch on it), the switch can also lead straight onto the track spacing: its turnout bends out in a gentle S (about 95 m, no tighter than the route's radius) and the new track runs on beside the line, 5 m from it, as the game's own double track does, into the station's track or to the other switch (a passing track). The tool takes it where it costs about as much as a track that leaves the line and comes back.
- Long mountain routes plan much sooner (a player's report: a 10 km railway down 1053 m at 2.5 % planned for minutes without a result). Where a route needs at least twice the direct way's length (and 10 km or more), the tool no longer first tries for the cheapest route without bridges, tunnels and terraforming: with them on "Only if necessary", terraforming comes first and then bridges and tunnels (with terraforming). With Optimise for Natural, such a route that finds no natural route goes on to the Balanced plan after one round instead of two.
- Very long climbs (18 km of track or more, 12 km for roads) are planned in parts: a quick rough way first, then up to 8 parts of about 6 km (roads 4 km) between places on the ground along it, each a plan of its own, joined into one route. Planning on threads, the parts are planned side by side. In our test of the player's railway (Optimise for Natural, max detour 2 km) it was found in about 1 minute on threads instead of over 9 (3 minutes in the background), with one short bridge instead of five bridges and tunnels; with no detour limit the route in parts is about as long as in one piece (51.5 km instead of 49.7) and found in less than half the time on threads. A part that finds no route, or whose route comes too close to another part's (they would run into each other), is planned again together with its neighbours; if the parts fail, the route is planned in one piece as before. The tooltip shows which part is being planned.
- New: before it plans, the tool works out how long the route must be at its grade: the height to lose or climb (or up to the lowest pass between the two ends and down again) against the direct way. From twice the direct way on, the tooltip says so while planning and names the settings that help, only those not set that way already: from 2 times bridges and tunnels, a larger Max detour and terraforming; from 3 times also longer bridges and tunnels, more terraforming, higher embankments and deeper cuttings; from 4 times no detour limit, the largest limits, the type's tightest radius, slower speed bands and a steeper grade where the type allows one. The same list comes with "No route".
- New: a route that must be more than 3 times as long as the direct way is not planned at once: the tool asks first, with the list of settings that help. Plan anyway, or change the settings first (a click on the route asks again). Such plannings can take many minutes (a player's mountain route needed 4.4 times the direct way and planned for minutes without a result).
- Long climbs by rail find loops sooner, and on the land: where a track has to climb or descend so much that it needs twice the direct distance or more, it may now turn round once and pass over or under itself already in the first plans without bridges and tunnels, at places where the land lets most of the loop lie on the ground (round a knoll, the end of a spur, the head of a valley). Only the crossing itself gets a short bridge or tunnel. Until now loops came only with the later plans that allow bridges and tunnels anywhere, and then often with many of them. Roads climb in hairpins as before.
- Bridges over water are straight and square to the shore (players' reports: bridges curved and at a slant where a shorter one was easy to build by hand). Every water crossing of a planned route is tried again as a straight bridge square to the shores, where the route crosses or at a narrower place up to a few hundred metres along the river, with the bends on the land before and after it; the cheaper route is kept. A bend on a bridge over water now counts against a route, and so does a longer bridge over water. Where a square bridge would cost much more (fast tracks whose wide curves find no room between the river and the ends, rivers close together crossed at a slant), the bridge may still cross at a slant, as a rule straight.
- New: presets, as in Vehicle Tuning. The settings window has a new last section, "Presets": it keeps all of a tool's settings (every section) under a name, outside the saves, and loads them again in any game. Route Weaver keeps no settings in a save, so this is the way to take them from game to game. Each tool has its own presets: the railway tool's hold railway settings, the road tool's road settings. Load and Delete ask once more (a second click; Load does not when the settings now are the defaults or a preset's); a preset with the same name is replaced. The list says how many settings of each preset differ from the defaults and which preset is set now.
- Start with this preset: tick it on one preset per tool, and each time the game starts the tool begins with that preset's settings instead of the defaults (the first time it is picked; settings already changed by then stay).
- A preset keeps every value, also those at their defaults, so it stays as saved when a later version changes a default. Loaded in another game, a track, road, bridge or tunnel type is found by its name; a type that game does not have, or a value a setting no longer offers, takes its default or the nearest step, and the preset says how many. Settings newer than a preset take their defaults.
- The presets are small files in the game's user data folder, in heightmaps, named after the mod (electrocnic_yet_another_route_weaver_preset_*.lua; the game lets mods keep files only in a few of its own folders). Copy one to share a preset; "Open folder" opens the folder (not on consoles). With a controller the section is reached like the others; a new preset gets a name of its own ("Preset 1"), so it can be saved without typing. All new texts come in every language the game has.
- A route is never built through town buildings: next to a road junction the route keeps clear of the houses beside the street, and a route the game would have to demolish town buildings for is not offered ("Route found, but: the game would have to demolish town buildings for it") instead of being planned again with other seeds.
- Fixed (a player's report): with Terraforming Off, Serpentine pattern Narrow planned the same route as Wide on steep slopes. Its stacks of hairpins are cut into the slope by the game's own embankments and cuttings, and the lower of the two limits stood for both (11 m with the road defaults 11 m / 15 m), which no stack on a steep slope keeps to. Each is now held to its own limit. New: choosing Narrow while Terraforming is Off and Max embankment is under 20 m or Max cutting under 25 m asks first: it names the settings that change with it (to 20 m and 25 m, which every climb in our tests needed) and changes them only when you agree; Cancel leaves everything as it was. Changed: for roads Max embankment and Max cutting now default to 20 m and 25 m (they were 11 m and 15 m), so Narrow works from the start; tracks keep 12 m and 15 m.
- Changed: Terraforming is now Off by default. Its tooltip and the Earthworks page say plainly what it costs: a route with it can cost 10 to 100 times as much, the game lags while its preview is shown (that cannot be avoided), and building it takes minutes, because the land is shaped step by step as with the game's own terrain tools. Use it for short stretches only.
- Fixed: a built track or road could climb a hair steeper than the max grade (2.505 % for 2.5 %, at most 0.2 % of it over). The pieces now keep the grade itself, which matters where a type or a mod sets the limit exactly (for example Track Gradients' 2.5 %).
- Fixed (players' reports): tracks built by the tool were not quite the game's own. After electrifying them, the catenary masts of a double track crowded onto one track, the upgrade tool never showed a piece as upgraded (it stayed tan instead of turning blue), and the grass under the track stayed. The pieces now carry the track distance of their type, as tracks built by hand do. Tracks built with an older version keep the flaw: build them anew, or replace them with the game's track tool.
- A line the route joins (Reuse existing lines) keeps its track distance and its side decorations where it is split for the junction.
- Fixed (controller): the tool did not know the cross hair's place on the map and took any free end of the piece under the cross hair, on a stub with two free ends the far one as readily as the near one. It now takes what the cross hair is on.
- Changing the road / track type or the bridge / tunnel type no longer plans the route again when the new type plans alike: catenary on or off, another tunnel of the same height, another bridge whose deck is as deep. The route stays, and its preview and price are made anew at once (asked for by a player). A type with other limits, curve speeds or widths still plans again, and so do most bridge types (their decks differ, and with them the room a crossing needs).
- Plannings that never ended (players' reports: the bar stays at 98 or 99 %): they could not be made to happen here, but three ways into them are closed. The planning threads are found anew for every planning (they were remembered from the first one, also after another savegame was loaded in the same session). A planning on threads watches its jobs: a job that never reached its thread is sent again, and when the threads do not answer at all the route is planned in the background instead of waiting for ever. A planning stopped or started again no longer leaves its old jobs waiting on the threads.
- While a route is planned on threads, the tooltip shows which step the planning is at and what it is trying ("step 3, searching (with bridges and tunnels)"). After 40 seconds it says that long or difficult routes can take minutes and what plans sooner: shorter parts one after the other, a larger Max detour, or Bridges / Tunnels: Allow.
- Earthworks of version 1.1.3 or older (the hidden objects): "Remove" is now free and always offered. Until now it was charged and offered only when the company's money covered its estimate, so a company short of money could not get rid of them at all. "Keep as terrain" still costs the game's terraforming price.
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.
Older versions: see the changelog of each file on the mod's page.
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