NIMBY Rails

NIMBY Rails

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More specific typing and mod.txt documentation
Long story short: I'm making a Mod Maker for NIMBY Rails so that the process is a little more user friendly, and the Mod Development Guide has been a great help, but there are still some questions left:

1. What is the syntax necessary for multiple compositions?
The Mod guide mentions being able to have multiple compositions, but usually with lists in the file they are ','- separated, but that would probably conflict with the ','-separation within the composition, so do we add another line with "composition={composition_string}" or how does it go exactly?

2. In the Track rules section the guide speaks of values being of the type "real", can all of these have floating point numbers inputted, or only in some of them? (asking because values like price don't necessarily need to have the option of digits after the decimal point, but if the game uses floats, I would want to imitate that behaviour, to keep all the options open)

3. It would also be great to know which attributes are strictly necessary and which are optional. (i.e. attributes like year_introduced/year_retired are optional but the guide doesn't specifically say so.)
Last edited by BrokenButler; 28 Mar, 2022 @ 3:25am
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Showing 1-5 of 5 comments
TKR 455 28 Mar, 2022 @ 5:43am 
1. Yes, just create a new 'composition=' line.
2. I assume it does? I see no point in having decimal values there. Best is to just try it out. ;)
3. These are the necessary values:

[TrainUnit]
schema, id, name_loc, name_en, length, width, max_speed, power, empty_mass, price, max_pax, cost_per_km_per_pax, cost_per_day, tex_base, tex_m_width (value must always be 30), tex_m_height (value must always be 3.75)

[TrainMultipleUnit]
schema, id, name_loc, name_en, description_loc, description_en, default_code, default_name, composition



[TrackKind]
schema, id, name_loc, name_en

[TrackLayer]
schema, id, track_kind_id, layer, max_speed, price

[TrackMode]
schema, track_kind_id, layer, mode
(I'm assuming it needs a texture, but I'm not sure. Test this)
BrokenButler 3 28 Mar, 2022 @ 6:13am 
Originally posted by TKR:
1. Yes, just create a new 'composition=' line.
2. I assume it does? I see no point in having decimal values there. Best is to just try it out. ;)
3. These are the necessary values:

[TrainUnit]
schema, id, name_loc, name_en, length, width, max_speed, power, empty_mass, price, max_pax, cost_per_km_per_pax, cost_per_day, tex_base, tex_m_width (value must always be 30), tex_m_height (value must always be 3.75)

[TrainMultipleUnit]
schema, id, name_loc, name_en, description_loc, description_en, default_code, default_name, composition



[TrackKind]
schema, id, name_loc, name_en

[TrackLayer]
schema, id, track_kind_id, layer, max_speed, price

[TrackMode]
schema, track_kind_id, layer, mode
(I'm assuming it needs a texture, but I'm not sure. Test this)

First of all thanks :)

2. while there may be little to no point in having them rn, that could change, and as stated above I would prefer not limiting the options further than the game does it. ~~yeah of course I could test all of this out, but the whole post exists to hopefully not have to test it out manually, but to have an official source~~

3. Where did you get them from? did you test them out yourself?
TKR 455 28 Mar, 2022 @ 9:22am 
My source is that I made nearly 200 mods for this game. :^)
Those necessary tags are largely schema v1 tags, which did not have optional tags like the new v2 ones.
BrokenButler 3 28 Mar, 2022 @ 3:28pm 
well thanks, and if you wanna check out the mod maker you can find it under https://www.github.com/BrokenButler/NIMBYRailsModMaker
I appreciate any sort of feedback (tho right now it doesn't have a UI yet and you need to edit the code to set the mod up, but I'm working on it)
xsrvmy 2 29 Mar, 2022 @ 10:33am 
Regarding mandatory/optional fields, many fields actually have a default value. For example, you don't need to texture tracks at all. Just note that there are no default train textures. One warning though: you can't just omit the layers of a track, or they become 300kph instead.
I'm working on something for generating mods too btw
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