IMPORTANT: Remember that each checkbox corresponds to the image above and not to the image below, even if there is a lot of space between the checkbox and the image!
The winner will represent Simutrans as the new banner image at https://simutrans.com . Choose you favorite screenshot!
Voting can be done until January 30th.
Simutrans 124.3 released
Simutrans 124.3 comes with the new pipette and macro tools to make easier than ever to build the transport network you always dreamed of.
Highlights of this version
Pipette tool: Copy any building under the cursor.
Macro tool: Copy and save entire layouts to build them again with a single mouse click.
Reworked tutorial to make it more stable and consistent across different paksets
Paksets updated on Steam
pak64 124.3
pak64.german 124.0.0.3
pak128 2.10.0
pak128.german 2.3 beta
pak192.comic V0.72
Paksets updated outside Steam
pak46.bitlit 0.1d
Full changelog
Here's the full list of changes since the last version.
Added
translate also error message and discern between saving and loading errors
error message if a forbidden tools is tried to be executed in a scenario
translate object file for script toolkit
hm_test_area_tl([],[]) for testing the tiles before construction
saving signal type to macro skript
'FL = 0' for flat tiles to fl_slope
signal types for replace not found saved signal
copying cities (minus pavement)
initial Doxygen create documentation
scaling of icon size is now in percent to be independent from actual icon sizes (icon_scaling = 100)
clear player rules
allow cubic rule that overrideds any forbidden cubic rules and explicit clear rules calls
scenario can now allow and forbid specific way tools (also sped up the forbid list processing)
GenericName to linux desktop file
more parameters to is_work_allowed_here
manually increase tool icon size in display settings window
pipette tool (copying and check if allowed to copy for way more objects)
building macro from OTPR, also including station extension buildings
Changed
the text update script callbacks are now again only called during a step. Only the callback on clicking on a link must return quickly and cannot alter the map
Do not open climate settings dialogue on the far side of the screen
shorter update time for dymanic strings in local scenarios (1s instead 10s)
reset origin of flowtext scrollbars when changing text content
hm_test_area_tl() add terraform flag
indicate which AI script is running in finances
Hide AI settings in finance window for scripted AI
building owned houses and headquarters from script
check building if inside allowed area first to fail faster and fix tests
lowering tiles next to water will flood them again as a long time ago
Announce server to servers.simutrans-forum.de as default
create lost players during game laoding to recover more from broken savegames
no way foreground draw in stations and depots (and other buildings)
Fixed
rotation should not be done during a sync_step
don't assume a label has an owner
removed some ancient logic related to labels at places with stop names
Tree distribution setting reverts to random when trees are disabled during new world generation
Using hashes to find out if scenario texts has changed
do not calculate hash from schedule pounter or heap overflow
interating through tile map_objects work as documented
Player colours of scripted AIs appear to revert to the default colours on reload
Possible false-positive error when calling loadsave_t::flush_buffer
invalidate return res of script tools before calling
lots of files has nopt the native line ending set
scenario rules on the server were checked after packed were queued instead locally first, same like on the client
explicitely set user_dir before calling game saveload window
error replace station by no timeline
replace depot
typo for decoration_wt in api
premature end of search for forbid_rect rules due to typo
Removal tool removes powerlines of other players
Failed to find city- or streetlists for paksets installed in non-default locations
crashes and forbidding many unbuildable buildings with pipette tool
icon not cursor in description.tab
not checked for empty default_param
way building accepts now 0 (wt_all) to connect any tile
rotation of movingobjects no longer crashes
correct default paremeter for station scripting
obey width (and height) requests again
scripting of airports fixed
start scripts also from directories containing non ASCII characters and try different way order for airplanes
init string with zero must by outside the loop
Hopefully caught all combinations of laoding and waiting correctly
typo in cursor definition im scriptgenerator
obey no_load flag again even if there is a minimum load
Possible crash when deleting stops during connection recalculation on large maps
check also starting tile of brigdes and tunnel for scenario
init message option string all entries with zero
use static for default string for tool script parameter
some more bugs with rules
sevreal typose from copying code around
finally got the wildcard in rules to work, it seems
find again rules with empty default paramter even if compare rule has one
freelist debugging was broken and removed code duplication
race condition could steal freight from first convoi; removed a lot of confusing old code
if a convoi served a station but did not load anything (maybe full), another convoi did not check this stations and could get stuck even with waiting for zero load
rule player system reworked to better handle large rules sets for individual player and also fix lookup of catch all waytype forbid
Station rotation preview ignored active player
tests for new townroad plaement
also connect bridges to tunnels in pak128 double slope situations
return string instead of false
build for server
keep current tile's climate on lower/raise if climate mode is humidity based
drawing error on too many tools
do not show clear reservation selected if only show reservation is on and vice versa
calculation of minimum size of scrollpanes with only a horizontal slider must expand if slider visible
interface definition for non MSVC
using freed text pointer in convoiinfo during renaming station
bracket error
do not trust HOME variable to be shorter than MAX_PATH
handle focussed objects in tab correctly (like comboboxes)
loading of roadsings broken for player >=8 and old versions
open schedule get applied during rw (reload, quit, change language), line window crashes
2024 Simutrans Screenshot Contest
Welcome, everyone! This year 2024 is about to end, and what would be better than end it with our traditional Simutrans Screenshot Contest? Nothing! So prepare to compete and win the best prize of all: the winner of this year will become the new banner image for simutrans.com, which has remained unchanged for years.
Participation 1 - You can participate with any pakset and any Simutrans version. 2 - You can submit as many screenshots as you want. 3 - You need to include title for every screenshot. Screenshots without title will not be eligible! 4 - You have until January 24st (inclusive) to submit your screenshots!
Theme and guidelines 1 - The theme this year is... Stations! Enough of showing the countryside, show us your bigger stations! Or perhaps that little, calm station in the countryside. Whatever you want, if it contains at least one station. 2 - To keep screenshots clean, try to disable city/station names and avoid showing title bars, overcrowded menus, etc. 3 - The winner screenshot will be cropped or resized to fit our header (1000x500 pixels), so this is the minimum size required.
You can submit screenshots that do not fit the theme or guidelines just for the sake of showing others your work. But theme and guidelines will be used to select the winners!
Prizes The winner image will become the new banner image for simutrans.com.
Voting Voting will be done on a wiki survey (I will post a new announcement when the time comes). Everyone (participants and non-participants) can vote, but you can only vote one time. If two or more screenshots have the same votes, our benevolent dictator will benevolently select a winner, taking into account theme and guidelines.
Submission You can submit your screenshot through the following platforms (don't forget to include title):
The International Simutrans Forum: Posting your screenshots to this forum thread.
Steam: submitting your screenshots to the "Screenshots" section of the community Hub
Mastodon/Misskey/Fediverse: Post your screenshot and mention @simutrans@fosstodon.org with the hashtag #SimutransScreenshotContest
Reddit: Submitting your screenshots to /r/simutrans/
X.com: Post your screenshot and mention @SimutransTeam with the hashtag #SimutransScreenshotContest
Simutrans 124.2.2 released on Steam
Simutrans released three minor versions this summer that have finally made its way to Steam. Here is the combined changelog of Simutrans 124.2, 124.2.1 and 124.2.2
Highlights of this version
New way builder: If a new way starts one tile from an existing way and ends one tile from an existing way, it will now try very hard to make a parallel track. It works as good as it can do without terraforming. It may still join at a place where it cannot pass next to it but then go parallel again, greatly saving efforts (especially with diagonals).
When you click on a chat message ticker, it opens the chat window in the corresponding message tab.
Paksets updated on Steam
Pak128.german 2.3 beta
Pak64 124.2.2
Scenario tutorials for pak128 and pak64
Paksets updated outside Steam
Pak48.bitlit 0.1d
Full changelog
Here's the full list of changes since the last version.
Added
Support for through depots (dims 2)
new option leftdrag_in_minimap in simuconf.tab to allow dragging in minimap with left mouse button (now default)
flat skin for touch
new simple tool 42 for toggle day night view
pak192 theme to default theme list
restore pakset symbols after changing the gui skin
restore open windows when rejoining a networkgame
prefer to build parallel ways, if starting next to an existing way
small vehicle check by threeway line start
function is_tool_enabled for tutorial to allow to grey out menu items
nightly build makeobj for windows, linux and mac_x86
Changed
pak planquadrat saves memory and accelerate the sync_step on big games
double click copies chat text
when merging stops, keep the name of the bigger stop
line list, load dialoges and online game windows shrunk in width
factory statisktiks now using scrollbars if not fitting into screen width
A new game always uses the settigns from the simuconf.tab. Use the buttons in the extended settings to load other values
Better support for narrow but high (portrait) screens
Try to resize windows if they do not fit on screen
Continue game on banner will really continue a game and not destroy the current one by loading an older version
single_info now tiles the windows. If there is a convoi or halt, not way or other info will be shown (default for Android)
pak64.german large theme compass is pak128 size
don't save default player colours with the settings/game, use pakset simuconf.tab only
only allow DM to active players
keep track of active clients also on the clients
Some more tweaking waybuilder for parallel ways
Records are now saved so less spamming with new records
allow loading a game even if a slot is locked
Allow again building roads through other people halts but do not take road ownership afterwards
reconnect to a server if the last game was a servergame and one was not kicked out due to desync
Fixed
company message ticker again
Longstanding bug with the size of scrollpanes with horizontal sliders
double entry schedules working again
modal_dialoge did not check for NULL gui pointer
obj_count() did not count ways and was a relict that may have cause rare strange errors in other places
if all stops served, drive not on if there is no overcrowdind as the reason of not serving
crash when removing the last element
if all stops are overcrowded, just drive on
error when the next target was a depot or the same stop
Mail counted as happy/unhappy/no route passengers in some cases
widthdrawing is working again
if convoi load in parralele without minimum load, the second convoi could leave empty
allow for pak64 water depot again
no public chat after private
proper building of parallel ways also for elevated ways
rerouting and test scenario hopefully working now as intended
iterate really over all stops, wait more reliable for steps in scenario
was not iterating over all halts correctly
scollwheels only for map zoom, comboboxes work again
occasional bug when clicking on an input field
wrong colors and double messges for private chat messages
insticky bottom on drag to allow scrolling of chat
too many null mouse moving events in SDL2 broke double clicks
player_ranking transport type was not set_rigid => crash on all general comparison
not handling event after the new world is generted
access after delete
the text in input fields is again selected when receiving the focus
the text in input fields is again selected when receiving the focus
airplane trap and deleting flying airplanes
player_ranking frame is usuable now
load pak from savegame file again
chat send by server (with GUI) was not recorded by server
script test tram rail builder fixed
did not fail properly when opening of files falied
error by traffic_light not available
overflow in bits in private way sign could allow/deny unexpectant players
number of players online in chat window now correct (and also showing offline state)
Saving discarded the newest messages (not the oldest)
Player ranking had wrong sort for oprational profit
Always have topped or new windows on the screen
extend label of income in convoilist properly
building makeobj on github
Possible use-after-free when opening and closing modal dialogue
continue game feature for _WIN32 as well
proper max loaded speed display in depot
vehicles not loading
also recoonect bridges in pak128.german
buffer overrun
do no connect to bridges from normal ground unless in starigh direction
connect to diagonal elevated ways but not bridges
reenable dragging of stations
right click scrolling in minimap
Don't skip BASE_DIR/config/simuconf.tab if -singleuser switch is used
Simutrans 124.1 Released
Less than a month after Simutrans 124, a new Simutrans version has been released. This was supposed to be a bugix release to address some of the issues players reported for the 124 release, but it ended up being a minor release with new features (player ranking) and a renovated chat window.
For Steam players specifically this is also a very important release. The funcionality of the preloader has been integrated into Simutrans itself, so it is no longer required and has been deleted. Furthermore, we took this opportunity to add more Steam specific features, such as achievements and rich presence!
Achievements and rich presence
You have four achievements available currently:
One for playing pak192.comic and another pak192.comic achievement obtained by transporting a certain amount of ink from a kraken.
One for trying to delete a busy bridge.
One hidden achievement for pak128. I will not tell you, go try to find it!
More will come in the future!
Highlights of this version
Player ranking window
Renovated chat window (icons only included in pak128 and pak64)
For Steam only: The first achievements, rich presence, and the end of the preloader.
Fixes related to crashes and installation of paksets.
Fixes to the tutorial.
Paksets updated since Simutrans 124
Pak64 124.1
Pak128 2.9.1
Full changelog
Here's the full list of changes since the last version.
Added
New chat system with personal and company wide messages
New squirrel function for convoys is_followed()
Integrate Steam API into Simutrans (managing wokshop items, rich presence, and achievements)
Split macos builds into macos-intel and macos-arm
silent installer in principle suitable for the Microsoft store
Changed
Support for player ranking in the current year and divers fixes
Updating the line schedule of a convoi bound to this line will overwrite any pending changes from that schedule if open in the schedule window
scrolled list now takes care of all dynamic resizing => more reliable and more performant
check_and_set_dir will attemp to create directories if they don't exist (and testfile is not provided)
some small GUI fixes for size recalculation and related
Fixed
makeobj did not dump empty placeholder parent nodes like MENU
remove triple CR since lots of translations with trailing returns
only resort player buttons in container if needed to keep buttons responding on first click
News windows again in reasonable width
Crashes/failed asserts of passenger AI
Properly have scrolled list starting at top or bottom
log nickname change in chat
size of infowindows better match the space
Updating the line schedule of a convoi bound to this line will overwrite any pending changes from that schedule if open in the schedule window
copy to clipboard
New world tool had wrong tooltip and hide building was never in selected state
right size of empty textarea groundwindows
renaming cities, convois and factories works again
Cannot build ship depots on dead-end canal or river tiles
Reflect player button color on the player frame when changing player color
Working strcasestr implementation
Possible crash when requesting more than 12 threads via commandline
catch empty strings in dr_mkdir()
properly detect portable installations
create alsways absolute paths on Windows
nsis uninstaller
Simutrans 124 Released
The long awaited Simutrans 124 is finally here! This version comes with a lot of changes, although the most visible ones are the improved support for anti-alising of fonts and some reworked windows. Under the hood, many less visible changes were made to allow this to be the first stable Android release - which means you will be able to play online now on Android too!
Note for macOS players on Steam: Due to the new directory structure, paksets installed through Steam may not show at all. You can use the in-game installer to workaround this.
Highlights of this version
Improved anti-aliasing of fonts, now using TrueType fonts by default.
Reworked main menu and option windows.
Reworked list windows, they are now checkered lists easier to read.
The minimap now changes if you are in underground mode.
The new directory structure allows the players to install paksets if they don't have admin rights.
Fixed loading of heightmaps.
Paksets updated on Steam
pak64 124.0
pak128 2.9
pak192.comic 0.71
pak64.german 124.0.0.2
pak128.german 2.2
Paksets updated outside Steam
pak64.nippon 0.62
Full changelog
Here's the full list of changes since the last version.
Added
pak64.german 0.124.0.0.1 uses 40x40 buttons and therefore the theme is necessary and should not be missing
labelupdate for all windows were it makes sense
Checkered list windows
obj_xxx_details in translation will display some more details on an obj, especially vehciles
traffic lights remove themselves if only a curve or a single tile is below them
fontconfig for linux font selection
Aliasing fonts
Rework of banner and options windows. Added button to play tutorial and load last save to banner
rotate house tool will also switch railroad switches (eyecandy only)
new parameter in simuconf.tab cityroad_speeds for a timeline (year,new_speed) of speed limits of way with pavement
rotate also rotates the order of vehicles on a tile to avoid overlapping
Sell all convois in a depot with Ctrl + Sell button
Signals can be replaced by overbuilding them using left-click
missing script ai text
menubar can be dragged to each corner
Display artist credits for music
function find backend specific default TTF font dr_get_system_font()
Theme colour parameter for highlighted objects (gui_color_object_highlight)
scroll to selected font in load-font window
theme parameter gui_color_image_transparency to set transparency color for icons (Yona-TYT)
update vehicle history frame with search string
.pak files are now also searched for in subdirectories of pakset
tooltip warnign when try to cross way without suitable crossing or curves on runways
Loading time display in depot, convoi info and vehicle timeline
MSI installer for SDL2 MSVC builds
single toolbar mode (top and centered) primarily for Android and tablets
Try to detect base_dir when installed on linux
new tool (and button in signal dialog) for removing signals only
map view can be changed with any general tool by dragging the pointer above a threshold
Changed
High resolution icon for Android
all list react immediately on editing the filter name
removed a lot of table to speed up convoi list and added route bar
right click/control+left -> goto pos, left click -> open window
Again orange as default unowned color to have more contrast
Decouple label style and show option
enforce a minimum width of 5 digits for number edit fields
GUI numberinputs stretch horizontally to fill their space
Players can't build over public ways if there is another player halt on them
Slightly improved goods window
Almost impossible to have a language selected with a non-matching font
rename texttype to correct name
save button and save window single translate
button text to exists translate (equal to the window title of the dialog)
state of railroad switches will be saved between games
Delete buttons are always shown when saving/loading. Config show_delete_buttons is deprecated
Increased default vertical spacing of loadsave items from 0 to 1 (so it doesn't look super crammed)
use internal server list name for backup
use 5bit granularity for alpha-blending sometimes
do not change debug tab in scenario window if debug text is empty
issue warning when old object is overlaid by new one
click on ticker jumps to coordinate of message under cursor (or opens message window)
send doubled-object warning as message, click on the message shows the full warning
only warn about doubled objects with different checksums
a go-to-coordinate action will change view to underground/normal view if target is invisible
messages, speed records, ticker use 3d coordinates
tests use command_x.set_slope
Display number of station tiles in parenthesis in convoi details
update convoi list name filter on enter to avoid longer delays
reflect underground view settings in minimap windows
Look for fonts in subdirectories recursively (up to 5 levels)
pedestrians spawned on more tiles, more distributed over tiles, now client wise settings for server games
Ignore pedestrians for deletion tool
only show connection of top factory window in minimap
use TAB to change between tabs
6% speed gain to to a freelist with integrated iterator
Always allow '-until' command line parameter
MacOS bundle is now self-contained
removed LEFT_REPEAT message hack, as this destroys left dragging for fps<10
discard all but the last drag event in a single call to check_events(() or the calac_route maz be called twice during mark_tiles
process events in screen refresh and queue them for execution for more responsiveness on weak devices”
reset frame time when zoom in
file location in the same directory
pakset downloader in separate file
Divide minimap 'Selections' button into two (Show networks and Selections)
Use XDG_DATA_HOME for user dir on linux (only if it has been set)
allow dragging scrollpanes instead using scrollbars
only load goods for a destination into a single convoi. This avoids loading in parrallel of slow loading convois
test connect timeout now 2 seconds (for windows, please adapt and test on Linux/Mac) for query server status
Fixed
generating header script works under windows again
all again to connect from vertical cliff to monorailboden
vehiclelist ignored name filter for waytypes selection
vehicle list did not sort by capacity and was not properly restored after saving
hide wayremover, wayobjremover and signalremove icons when those ways are not available
labellist positions need to be 3D
derive ground info from obj info so long waynames work again
a bridge and tunnel has just a default street => do not show info
extra margins of objects inside a marginless container fixed => all dialogues open in the same size again
if a schedule open not of plane 1 => crash
Could connect way to side of sloped elevated way
Game lags when paused, especially on big maps
Withdraw Line button did not indicate withdraw status correctly
OS window sometimes does not close when modal dialogue is open
makeobj MSVC builds
show waiting bars even without labels
banner window does not close on window close!
outside was not redrawn when windows minimized
wrong function name
default char for cyr.bdf and revision detection fpor MSVC
start also with a wrong unloadable font specified
Error when using 'makeobj dump'
removed unblocking sockets for linux
distribute.sh was not working for some time on linux with default template
Height conversion mode ignored if selected after heightmap
Wrong speed of bridge ramps in some cases
Wrong length for bridges in build preview tooltip
pakset.nsh
built nsis again for github nightly
Extract .cab and .tar.gz correctly
(THLeaderH) crossings upgrade in ways are upgraded
crash when loading vehiles as cnv==1 is used as flag during loading
drawing order of private car
better calculation of dsip_lane also with overtaking cars and road convois
Wrong draw order of road convois turning E->SE or NW->N
airplane convois are somewhat working. Need through stops better for this
Makeobj ignored switch images for tracks with no seasons
Graphical glitches related to translucent player colours
Wrong brightness of colours in screenshots
Label colours when label is unowned
swallow all extra finger events to have better zoom and three finger scrolling
Debug assertion failure when starting a new scenario
Loading window no longer closes all other windows and does not trigger other loading tools in the toolbar.
Missing translation of 'Depot' (dataobj/schedule.cc:590)
Clamp env_t::max_acceleration correctly
Cannot load sounds from pakset if pakset is in user directory
ticker messages - use one method to insert in list
replace %% in translated strings by %, but only for those strings where the base string does not contain format specifiers
Memory label cut off when increasing map size in New World dialogue
Broken compat.tab parsing
Crash when trying to load TTF font without family or style name
Crash when allocation of buffer for node name fails
Crash when dumping pak file containing a node with invalid size
Crash when reading pak nodes with malformed or unknown type
Crash when using 'makeobj dump' on corrupted pak files
Crash when reading non-null-terminated object names from pak files
Use-after-free when listing node names of pak files
crash when such a pedestrian was created near map border
do not generate pedestrians on roads without any connected roads
Crash when displaying alpha images near window border
builing vehicles from the future is not allowed
problems with transparent pixels
crash in build-station tool without cursor
get_available_* returns only descs of buildable objects
do not draw on the window boundary
correctly check for character 30
improved width calculation for numberinput elements
cannot build double slopes if the pakset does not support it
try to repair broken format strings (replace % with %% for broken specifiers)
use double percent sign in translatable strings
format string checks
fix/remove more RGB555 stuff
crash if desc == NULL (may come from scripts)
Missing credits of midi tracks
Credits of midi tracks
correctly handle suspended calls with ct == FORCE
crash in scripted tools
correctly reset tool-drag event if scenario check failed
search_folder_t::search_path if d_type is not supported (koroal)
invert schedule function not working properly (koroal)
window position not being saved in some cases (koroal)
factory_x::get_tile_list returns list of tile_x's (Yona-TYT)
remove preview image of tools if moved on a tile that is forbidden by scenario rules
memory leak
-addons/-noaddons setting saved in settings.xml
do not reset full underground mode when zoom with mouse wheel
apply the correct coordinates when processing links in scenario window
Vehicle list name filter not saved due to typo
initialize restart-variable (Yona-TYT)
properly clear random-mode flag
do not check for local execution, shut down network on quit
size calculation of depot dialog to properly show vehicle list (Roboron)
loading of scenarios for paksets from addons (Yona-TYT)
(after ranran) loading of legacy translation files
schedule positions when rotating non-square maps
clear schedule-editing flag if check fails
trivial case in haltestelle_t::is_connected
crash with invalid defaultparam
Cannot build trees on clouds
world.generate_goods did not work correctly for mail/freight
Uninitialized read in gui_image_t::get_min_size when COLOUR_DEPTH=0
Adapt Load Script dialog to new directory structure
restore all open convoi and halt windows
quit does not quit the server
Addons are loaded by default (contrary to documentation)
starting a scenario in now a command to do this in the step
call the quit tool from dialogues for quitting
Undefined Behaviour when converting char * to utf8 *&
Crash when supplying invalid default_param to tool_plant_groundobj_t
Crash when supplying invalid default_param to tool_build_station_t
Crash when supplying null default_param to tool_build_station_t
implement constructor in c++ instead in squirrel
correctly propagate error when pushing large arrays
Crash when supplying invalid default_param to tool_plant_tree_t
Speedbonus not being applied to air (reverts partly r9208)
use translated error message instead of raw string
setslope for scripts on server games on single-height paks
accept sym-links as directory
dragging of tools with ctrl, propagate flags through defered calls
scrolling with mouse wheel in droplists opened above combobox
copy way-flags when replacing ground tiles
Cannot load addon scenarios if there are no addon objects
Use-after-free in makeobj when reading malformed dat file
crash when trying to save to unreachable location
check for NULL pointers
Paks loaded from addon subdirectory even if -noaddons is specified
Signals not shown when minimap is set to show tracks
Graphical glitch when ticker disappears while background is visible
Position of elements in 'Sort by' depot combobox
PVkraftwerk should produce again power
Disable font size button for bitmaps fonts
do not updtae crossing speed with new way
when deleting stuff from tiles with two or more objects
Don't double sync_step citycars
focus with comboboxes
pedestrians agon walking diagonal
also forbid pedestrian entry on tiles with more than 240 objects
Do not generate too many pedestrians per ground
pedestrians try to hop to full ground
beaches were not properly recognised for environmental sounds
Curl pakset download for built-in installer
pakset downloader not listing any paksets
crash due to calc_route called twice when dragging way tools at low fps
Obey control lock tool in more all situations where the control key would work
accidently swapped single toolbar option defualt for non-android
Pakset selector failed to load a single pakset with no addons
Network filter comboboxes take preference capturing the mouse wheel over the minimap
control+drag of ways
append halt only once
show no tooltips on toolbars if cursor is on title bar
do not swallow keys and scrollwheel events in scrollpanes
windows were topped before the underlying window got their removal message => topped window function not working as expecting i.e. schedule display of convois
Disallow merging with public stop (or any stop) to take over ownership
heavy_rotate_saves does not delete old saves correctly
Cannot load PPM heightmaps
Int overflow for large power networks in minimap
missing string and no spaces at the end of translator objects
switch on and off network overlay when line is active
minimap background rendiering mode is not reset but selecting other options
crossing logic did not correctly obeyed speed limits
After loading a save, the color of the stop list title
display_snapshot uses wrong area if area is offset horizontally
scaling window with GDI
Pak192.Comic V0.7
The Pak192.Comic recently released version 0.7 of this comic themed pakset. If you are playing Simutrans on Steam and you installed the Pak192.Comic DLC, you will get the update automatically. Otherwise, please see "Where and what to download" section.
Changelog
Gameplay changes
turned "avoid over overcrowding" off by default again
, and . now work for controlling time in the game
( and ) now work for sliced view up/down
road speeds from 50 to 55 and from 70 to 80
pricing that considers the actual build year of the vehicle, instead of the introduction year
Pubs now comsume rum as well
there is a track/track submenu now
increased the productivity of the wiredrawer
higher fix costs for ships
changed to intro years of 120 and 160 kph track
tutorial works with the tutorial button now
playing from 1930 onwoards should feel way more complete now compared to previous versions
New objects
Industry
European sugar production with beets (farm, fields, refinery)
biofuel plant
Additional coal power plant that better fits early years
Infrastructure
river stop for goods
letter box stop for road
docks for pax
older post office
track with different kinds of gravel beds
1850 station hall
steel girder bridge for narrowgauge
HUGE HUGE station hall for people that need to prove they have the biggest network
narrowgauge tunnel for 50km/h
80kph railway bridge
streetlights as (free) wayobj
fake city road in cobblestone look
Lot of new SBB Type N and L Signals
Buildings
citybuilding "Danivision"
citybuilding "Keycaps Skyscraper"
citybuilding "Taipei 101"
monument "Disco Sphere"
curiosity "StarGate"
curiosity "Guardhouse"
inverse Corner for St. Pölten station building
alternate version of all Pölten elements
several new citybuildings across all climates
Vehicles
more ships for channels
gigaliner converter for semitrucks
HHA DT6
Baden IVh
a couple of Baden express coaches
old Baden compartment coaches
lots of old freigth cars and hoppers
Baden VIc
old AC S-Bahn Hamburg
DRG D21b / C21 Abteiwagen
DRG "Donnerbüchse"
DR Rekowagen
DRG E01
KPeV EG502
KPeV EG511
KPeV ES1
Getreideschiff
old postal tram
prussian G12
ET 88
ET 41
Things that walk around
various new generic pedestrians
try to spot some easteregg-pedestrians too
ducks, swans, sharks and a whale
a fox
Improved objects
the narrowgauge to road crossings
some sounds for some trains (not too many yet sadly)
swapped the first and second player colour for green coaches
various glitch fixes
palyer colour for the Alsterdampfers
player colour for V200
SBB EW I
the old track plattforms
updated DRG coaches
loading image for beets for many vehicles
crossing track narrowgauge now fits the whole tile
SBB PTT
player colour for bavarian D VIII
ET 11
Addons
In plus to the "core" Pakset, there are multiple changes to the addons provided within the repository:
New version of the game: The all DACH pakset contains the main pakset and the DACH addons.
Vehicles
BR 216 "Lollo"
4 car OBB Cityjet for Vorarlberg
Bpm 61 20-70
SBB Bpm 20-90
SBB EW IV
BT EW IV
orientrote BR 218
updated Nuremberg subway cars
new SNCB I6 livery
update gear values for most british vehicles so they can reach their top speed
SNCB HLE 17
SBB IC2000 postal car
DB Mintling coaches
fictional BR 427
BR 423 and BR 430 for BWegt
BR 422 for VRR
BR 426 for BOB
BR 425 for Transdev
120km/h Silberling
more colours for the BR 110, 110.12, 110.3, 111, 112, 113, 140, 141, 150, 151...
HHA AL
EMT CLASS 156
two RZD sleepers
FLIRT 1 for SBB
FLIRT 3 for BWegt and SBB
extra livery for DSB EG
player colour for class 59, 92, 375, 376, IC225
140kph/h TEE VT11.5
sleeper 61-7034
update of the docklands units to jakops boogies
more colours for BR 18.3, 58.2, 75.4
Wittenberger Kopf
German luggage cars as empty and piece good cars
more "preußische Abteilwagen"
prussian luggage car PWIRP91
RABe512
CIWL Lx20
express coach Bauart 1935
Infrastructure
tunnel catenary for standard gauge
side swapped catenary
infty Tunnel
vmin = 121 and vmin = 71 signs
track with different kinds of walls
infty bridge for track
two extra platforms based on the 1850 platform
station hall 1890 in 3 parts as well as an inversed version
There are only 3 climates actively developed so far, those are Western, Continental and Alpine (temperate, tundra, rocky) other climates are lacking in city development. If you got cities in those climates, you might want to use the climate tools as public player to switch to a more developed climate. Most factories are not affected.
Translations! The German translation now seems pretty complete, while the English translation is still ongoing. And don't mention anything else...
Ships, ships and even more ships.
Not every mode is able to transport every good at any given time. Best bet is that there is a narrowgauge option for it, second are rail and trucks.
Contribute?!
Feedback always is appreciated! Please tell us what you like, dislike and would want to have improved!
In plus, freely contributing to the pakset is a thing! Pak192.Comic is open source, freely adjustable and auto compiles from github actions. That means, you could just clone the repository, do some funky changes and have github build your very own version without doing a lot for it. There's no weird encoding, no encrypted values, nothing. If you go to the dat file for your favourite steam engine and change the maximum speed from 100 to 2000, you just did that. It'll appear in the game just like that. Don't like coal power stations? Just get rid of them. Want to have a rainbow coloured subway? Just draw a rainbow on the image of your favourite subway train. That's pretty cool, right? But how about you share your funky changes with the rest of the world by adding them to this repository once they work out just fine. That way you could improve the world!... or well, at least this game. Link to the GitHub: https://github.com/Flemmbrav/Pak192.Comic
In Plus, there's a lot of stuff to translate. In case you can speak a langauge in plus of German, you're a perfect match for this!
In case you need help modifiing or contributing towateds the game, do not hesitate to ask for some.
Simutrans Extra #3: UI improvements, new paksets, new online server and more!
Welcome to Simutrans Extra! I have been pretty quiet so far this year as I needed a break after the Anniversary events of last year, but a lot of things have been happening in the Simutrans world meanwhile. It's time to review them!
But first, let's talk about the elephant in the room.
When there will be a new Simutrans release?
We couldn't make a Simutrans release last year, the reason behind this being the war in Ukraine. Another negative effect of the war is that Ukrainian developer Pelya was drafted for the military. Pelya is not directly related to the Simutrans project, but he maintained a set of scripts that enabled games like Simutrans and OpenTTD (between others) to be compiled on Android.
Unfortunately, the build for Android stopped working and to fix it one would have needed to fix Pelya's scripts. But no one in the team knew how to do so, so the release was delayed until we could release for all supported platforms at once.
Seeing that the war was not going to end anytime soon, I stepped in some months ago to do something about this. I developed a new build system for Simutrans on Android completely from scratch. It took quite a lot of work, but the end result is a far simpler build and, more importantly, one I know how to fix in case it stops working!
Wars are bad. But you know what's good? UI improvements! A few of them are currently under development, so you can expect a new release when we are done with them. Let's see which they are!
Font anti-aliasing is coming to Simutrans!
Thanks to the work made by developers Hajo and Dwachs, font anti-alising is nearly ready for Simutrans. While you can currently set any TrueType font in Simutrans 123, they look quite a bit ugly without anti-aliasing.
Introducing anti-aliasing will finally make these fonts look good at any size (although the UI still needs to be redesigned to adjust to font sizes, specially very large ones). We will also take this opportunity to move away from bdf fonts and change Simutrans' default font, probably to Noto Sans font.
A screenshot showing how Simutrans looks with Noto Sans and anti-aliasing.
Main menu
What was initially going to be an addition of a "Play Tutorial" button in the initial banner has evolved into a redesign for the entire banner, adding a few more options and now working as a "main menu" to which you come back when you want to start a game.
The new main menu. Final version may change.
Consequently, the options windows and other windows will be simplified and adapted to the new flow.
The options windows. Final version may change.
Improved Station labels and markers
When legendary Hajo came back earlier this year, he focused on improving various part of the UI (which Simutrans is indeed in need of improving). One of his most exciting ideas was a new appareance for station labels and markers which could be defined by themes.
Just look at those, they look fantastic!
Hajo has unfortunately not been active since the start of this year - but you can bet I will do my best to finish this and include it in the next Simutrans version.
Lost and found musicians
You may remember that one of the Anniversary events of the last year was a post showcasing the music of Simutrans, where we asked for help to identify the unkown musicians for some of the songs.
Now with help from jm764 and other members, we have fully identified all the creators of Simutrans music! To honour them, in the next version, Simutrans will display credits for the current song!
The project is on hold as Hajo is not active at the moment.
Pak48.bitlit
Okay, hear me. One of the most exciting things about Simutrans is the degree of personalization you can achieve. Experimental paksets like the recently announced pak48.bitlit are a proof of that.
What if your Simutrans game was set in a world made by Electrons, Bytes, Memory and CPUs? Welcome to pak48.bitlit, where you will transport Electrons instead of passengers, Data instead of mail, through uni- and bi-flows instead of roads and tracks!
New online server
In the previous weeks I have been experimenting with the hosting of Simutrans game servers, with the intention of hosting a permanently online Simutrans game server based on Simutrans stable (Simutrans 123.0.1 currently) and Pak128 stable, so anyone who just installed Simutrans can join to experiment online play.
I've learned enough in the process, so I will go on and open a new game server in the following days called "Simutrans Public Server" (the precursor server, "Roboron's Public Server", will close soon).
Everyone is welcome to join! If we manage to fill all slots, I will spin up a second game server.
[...]
We have come to the end of this Simutrans Extra. But worry not, because you will hear from me again, soon. Don't forget that, as every year, we will celebrating a Screenshot Contest by the end of this year. And for this edition we have a surprise! I will reveal all the details in a few weeks!
Until then, happy Simutransing!
How can YOU contribute to Simutrans
Simutrans is an open source project. That means that anyone - including you - can improve it! Did you ever want to contribute to Simutrans but you have no skill for coding? Worry not, you can contribute to Simutrans in a variety of ways:
Translating
Simutrans is constantly updating and adding texts so we are always in need for translators: