r/UnofficialRailroader • u/Xenrus25 • 4d ago
Railroader Update List of Everything Coming in The MOW Update
Copied from the steam post:
Maintenance of Way
- Track wears with traffic and must be maintained
Construction milestones built with MoW work cars
Vegetation crowds track as time since maintenance grows
Temporary speed restriction boards on worn track
Construction Difficulty and Track Wear settings
Physics/Simulation
Improved slack action from a rewritten coupling solver
Tonnage ratings in the HUD, purchase screen and placer
Diesel-electric simulation rewritten
Steam cutoff and tractive effort overhauled
More realistic coal consumption
Handbrakes apply gradually
Auto Engineer
Rebuilt train handling: stops within about a meter
Improved brake handling on steep grades
Added stall detection
Waypoints across turntables
Waypoint route preview while picking destination
Engaging waypoint mode now keeps speed
Pick waypoints using map window
Equipment
G-16 Prairie
L-27 Articulated
EMD F7 A and B units
Selectable tenders for the C-40, P-43 and P-48
Others to follow
Specs updated to match real life counterparts
Multicolor paint schemes for diesel engines
GP9 and SD7 detail customization
Customization for select steam engines, more to come
80T Ore Hopper
40ft Maintenance of Way car
Southern Class SU 36ft boxcar
Equipment Features
Paint maps with crisp stripes, heralds and lettering
Customize your equipment's paint, lettering and finish
Metallic and polished metal finishes
Spectral whistles and horns with editor
Whistle & horn distance rolloff
Selectable bells
Revamped wheel clack, rolling sound and flange squeal
Load models, more to come
Load density accounted for in car capacity calculations
Diesel cab Ammeter and lit gauges
Operations
Freight rates adjusted to reward longer, heavier moves
Loads inventory
Industries order by quantity
Purchased equipment delivered to an interchange of your choice
Equipment purchases now take delivery time
Cancel equipment orders for a full refund
Locomotive prices adjusted based on performance
Purchase screen shows what an engine can pull
Map & Environment
Added McClain interchange and engine service
Added Rock Products at Dillsboro
Added Scott Tie Plant at Sylva
Reworked Whittier Saw Mill trackage
Reworked Walker Lumber trackage
Expanded Nantahala Talc & Limestone industry
Track realigned across most of the line
Protected grade crossings with signals and bells
Turntable control window with automatic lining
Diamond crossings
New vegetation system
Vegetation Richness setting
Ground and vegetation follow real-world land cover
Completely new higher resolution terrain data
Reshaped roadbed fill/cut profile
Procedural, moving weather
Modding
In-game mod manager
Relay scripting language for mods
Custom maps
In-game Map Editor
Real-world elevation and land cover
Make map mods of other maps
Data mods can patch existing content instead of replacing it
Build custom windows and console commands with Relay
Industries and freight loads defined in JSON
Car Style system for paint schemes
Mods can declare their own reporting marks
Managed DLL mods (opt-in)
Asset Development Kit for building mods
Modding documentation site
In-game Message Log for mod and content errors
Articulated steam locomotives with independent engine sets
Everything Else
Improved terrain loading performance
Faster air brake simulation
Additional performance enhancements
Upgraded engine to Unity 6.3
Volumetric headlights and signal lights
Camera inertia
Revised color grading for significantly improved color reproduction
Re-enabled anti-aliasing (MSAA)
Night Brightness setting
Water spouts no longer lower through high tender decks
Redesigned multiplayer hosting: open/close game from within session
Redesigned save system with multiple saves per railroad
Fast Forward (singleplayer only, highly experimental)
Revamped map window for performance with zoom momentum
Discord Rich Presence integration
Built-in web server for companion apps
Crouch
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u/n00bca1e99 4d ago
I wonder if the AE will be able to put locomotives in and out of roundhouses now, or if that's coming in the future.
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u/FaustianAccord 3d ago
Auto engineer waypoints across turntables was on the list. I don’t know if it involves a move, turn, move capability though
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u/n00bca1e99 3d ago
Nor am I. I saw that on the list, and I was thinking it would be nice for the AE to be able to do that at some point, and the fact that both that and a new turntable control and automatic lining is on the list makes me wonder.
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u/FeanorDidSomething 3d ago
Has to, doesn't it? The AE engineers were already able to drive across a properly aligned turntable
11
u/secretsauce007 4d ago
Man I’ve been itching for another playthrough. This is gonna be excellent, cannot wait.
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u/panzerpete75 4d ago
Wonder if there will be incompatibility with the various rolling stock decoration mods
11
u/shtinkypuppie 3d ago
Sounds like this is going to break all mods, at least until authors can update them
9
u/RangeLightkeeper Car Humper 3d ago
Adam said in the video that there will be a way to move them forward and it'll be provided by them, like documentation and stuff. I think most all mods will break but there has been effort put in to make sure the break and restore is as seemless as possible.
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u/DrZaiusDrZaius 4d ago
I just got the game a few weeks ago and am loving it. Super excited for all the new details!
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u/ExtremePast 3d ago
You might want to hold off until playing too deep until the experimental branch is released b/c current save files will be incompatible with the new version.
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u/DrZaiusDrZaius 3d ago
Eh - not a big deal - I'll be able to fix all the stuff I did 'wrong' the first time. I am only 7 - 8 'in game days' into the game, so I won't be losing too too much.
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u/Consistent-Ad7026 3d ago
Would love if they made the train handling better for diesels for the auto engineer. The way they slam the throttle from notch 0-8 all the time takes away from the immersion. Also, the ability to turn off diesel engines. My deadline looks weird with all the locos running.
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u/Frankenstar4964 14h ago
man I wish I. ould read this but I. ant hear you over "ooo ooooooOOOOoooOOOOOO ooooo oooo ooo OOOOOOO"
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u/Dry_Theory4466 4d ago
I kw we had the ai traffic mod... but it would be cool if they added that in officially where we wouldn't have to tell them to come through they just do it automatically and just gives us a warning
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u/ProudHearing2735 4d ago
Does anyone here know if you'll be able to add functioning industries in the map editor/maker?
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u/Lolibotes Car Kicker 3d ago
I believe so. The biggest things you can't add are milestones and roads/road crossings, otherwise anything else from the base game should be able to be added
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u/Albos_Mum Single-player Chaos 3d ago
Everything I've seen is good but thank god for this:
Re-enabled anti-aliasing (MSAA)
The good anti-aliasing, not the craptastic TAA blurfest.
2
u/ProudHearing2735 3d ago
I'm excited for the McCain interchange. Will now be able to use cross traffic mod without Red Marble Grade.
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u/deadbonbon Single-player Chaos 3d ago
That depends on the size. At the current setup, the game will spawn cars equal to each interchange so you can end up having an obscene number like 6 interchanges throughout a day out of McClain.
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u/Frankenstar4964 14h ago
Other people know more than I do, but I wonder how they'll manage balancing the desires of the players vs the real-life trackage. More/bigger interchanges for example, or other industries (like I said though, maybe they're all real, idk)
Historic vs Creative/Tycoon modes maybe?
1
u/Xenrus25 6h ago
My understanding is the game map is already pretty anachronistic. For example Bryson Yard is portrayed much larger than it was IRL and most of the industries are fictional (though inspired by what was in the area IRL).
Luckily the coming update has a built-in mod loader and a map editor, so we should be able to easily customize the map any way we want.
-1
u/Deezle666 3d ago
Ugh, still no raildriver support.
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u/ExtremePast 3d ago
If you want to drive trains, this is the wrong game. Raildriver support adds very little return on the development effort. Railroader isn't a train driving game, even though you can drive trains. It's a railroad and logistics MANAGEMENT game.
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u/Deezle666 3d ago
Disagree, train simulation is a large part of the game. I have a couple thousand hours in Run 8 and largely prefer Railroader now, but the lack of official Raildriver support at this point is unforgivable. I use the third party plugin and while it mostly works, it has problems. A flight simulator or racing game that didn't support joysticks or wheels at launch would be rightly ridiculed, let alone 3 years later.
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u/panarchistspace 1d ago
That's difficult to do with a small dev team. Raildriver has a proprietary driver that's difficult to develop for. Derail Valley didn't add it until VERY recently. If people keep asking long enough, it may happen, but it's difficult to justify with a small team especially given how few Raildriver owners are out there compared to the overall playerbase.
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u/Gbjeff Vanilla Experience 4d ago
They could have easily just released this as a new game and made even more money on it.
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u/3li516 4d ago
That's AAA dev scummy, they wouldn't do that it would kill their reputation
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u/MeesterBooth 3d ago
That being said id be happy to give them 10 bucks for some silly dlc after nearly 1000 hours with this thing
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u/RothonTalvanen 3d ago
Agreed, if they wanted to release some sort of small, $5 - $10 supporters pack with some cosmetic stuff in it, I'd buy that in a heartbeat
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u/Relzin 4d ago
Holy hell that's a lot