You can go to your steam workshop folder. (Steam > steamapps > workshop > content > 1134710) Then open the folder of the mod you want to add (The folder of the Mod should just have Numbers as its name). There should be a folder with the name and a text file named mod. You need to copy the folder with the train name into the trains folder under: Nimby Rails (Main Directory) > resources > trains. After doing that copy the things out of the mod text file from the workshop folder to the mod text file in the trains folder, but without the [ModMeta] part, only the [TrainUnit] an the [TrainMultipleUnit]. After doing that the game will think that the trains are part of the vanilla game and you can use them in your save game without startng a new one.
I made the classic mistake of "overbuilding" instead of what I initially wanted to do; make some tram networks and a small line between a few small cities and get profitable up to the point the monthly loan payment doesn't hurt but by overbuilding I actually hurt myself with what you described in this video so thank you very much for making this video and I am very keen on seeing if you can "tame this beast" and make a very profitable yet realistic line!
19:00 45 kph is too slow? These are trams not Light Rail. If you find a stretch that is "sans roads" then use standard train tracks for the Light Rail effect.
Well said, as in every city around the world, the speed limit is about that 40-50km/h. Moreover, this speed is exactly what the term "tram" implies and the main difference to a "train", I would say.
Happy to see that I'm not the only one fussed at the passenger satisfaction thing. I can't get it right, no matter what I do. I built a single underground line in Paris, resembling the real Ligne 1, set low ticket prices to the point of not having a single refund for the duration of the playthrough, but the passenger satisfaction immediately started dropping after just a single minute of travel and after running the service for a week, I could gradually see the passenger count decreasing as the stations got worse and worse reputation. And that was without any transfers or per-km-price-gouging-type-behaviour and didn't stop worsening even after I decreased the price. I haven't yet tried unlimited cash mode, but I imagine this would be a problem over there as well.
I think it's worth remembering that this game is still in alpha. I'm having the same issue, my network is currently running like clockwork but the beet I can get for most stations is neutral. I'm working more off the number of refunds and compensation I'm paying out. For now, profit is profit.
Peterborough Station - a place of despair??? Oakham Brewery Tap is right next door, Man! Miss your trains while drinking superb real ales! :o) (Hoppy Wednesday P2!)
I am looking forward to the London snarl but the game is looking promising, once they get the timing and pricing right it would be interesting how people go.
I'm working on a team network for my home town and I have found its best to set whatever min wait time you want and minimum interval, deduct the wait time from the interval and manually set the journey time for each leg to ensure all trams stick to the interval time. The trams then adjust their own speed accordingly. My main issue atm is the lack of templates for jumctions, it's not possible to construct a 4 way tram junction like they actually are in real life.
8:00 Timing are off since you have the ideal speed of route set at the bottom of the route set to 120km/hr but the track limit is 45km/hr. You need to adjust the route by the estimated speed around what the track limit or actually average of the train actually travels. So for a tram setting should be between 35km/hr to 40km/hr as it slows and speeds up coming out of stations. If you get into high speed trains they can travel a max 350km/hr but they tend to average much slower then that around 250km/hr. Watch your refunds as they demand refund based on the whole trip rather then single route so if any of your lines are off and the passenger transferred then they get refunded for the whole trip not just the last part where the line timing was messed up. 8:47 Destination expectation are 3mins between stations due to the 120km estimated travel time but it is taking at least 15mins and the train hasn't reached the next stop. From this point on all your trains are late for all the next stops even if they can travel the next leg in 3mins as set. Again lower your estimated travel speed for the route will increase the time between all station along the route and make the pax happier. 10:24 Just below the average speed in the avg branch. This is for setting wait time so you don't have to manually lower the waits as you are at the moment down to 5sec as you can change the average branch to 5sec and click estimate along with the 35-40km ideal speed to set your line quickly in one quick click. Oh, Tram ticket price seems to work well with either 0.15 per km or flat $1, suggest the 0.15 per km as you make more $ 10:57 Estimated distance travel is beside the 3min per station and under that is the estimated total travel time so your route is expecting 21min total travel time between all stops with 2800M traveled (cannot see the number clearly from the video as it might be higher). This is simple calculation based on the ideal speed of 120km that you have set for the line dividing the total distance the route travels. But since the trams are limited by track speed of 45km it really should take a round trip around 64minute or 1hr and 4 mins. I think if you click the tram as it arrives at the station finish the loop it will give you a general time that tram took to complete the loop so you can fine tune the route once you have adjusted the ideal speed down to 35km-40km; which is a longer route run of 80min - 70min giving you a lot of leeway to run a few minute late from station to station as trams should complete the route between the 64mins rather then estimated 80-70 that you are scheduling for the passengers.
The timings at the bottom don't apply unless you click the button. It'll show whatever you used last. For me I'd set it for a mainline service. Estimates won't work well for any leg containing switches unless you set branch to 0. Which is the real issue for that main line section. A blanket estimate only works for basic legs, even then it'll need fine tuning.
I double checked Avg. Branch setting, and it doesn't change anything in Min. Wait. Something interesting I did find, is setting Min. Wait to 0 changes it to say pass. I also realized why you were assuming I'd set it to 120kph, it's the default when you load up a new map. :)
Great video. Very informative! Just started and like with other complicated simulation-games it first gets a bit overwhelming. I think this will be a time-drainer ;-) ;-)
Grand, any chance you could change you cursor as I'm unable to follow your descriptions and explanations, with the cursor disappearing into the pastel shades of the map and boxes. Looking forward to this new series.
You can indeed shrink down a catchment area. Possibly handy for tram stations close to the main-station. Better placement would negate the need for that a little.
Too many interchanges? Sounds like the UK rail network will need some overhaul. This game is pretty neat, lots of promise with it still in early access.
Really enjoying this game. It is certainly a challenge at the moment, having just started. Have built a few lines (tram & rail) with a couple of interchanges. Every line is making money fares are set at 1 and 0.75. Pax are happy with pricing. Like you though they are definitely not happy with timings. Doesn’t seem to be having a negative effect though at this stage. Need to monitor and see what happens.
Remember, your operating in Britain... Everyone starts with a base happyness of: really really wayyy too grumpy Also remember that because its Britain, thats the standard :p Oh and I managed to build the Brighton Mainline, and its a bit of a pain And also, as long as its a blueprint, you can change the track type by selecting the node in the move mode and pressing the number key which corresponds to the track type you want Edit: Do the thameslink core with the canal tunnels maybe? You can get around 5k people for each station and would make a tonne, and can be linked onto the ECML through the canal tunnels
Funny, games like Minimetro Cities Skylines and Cities in Motion teach you that only circle lines work properly, Nimby Rails does the opposite.. I never liked circle lines anyway -needed to complete a radial network, that's fine as long as you have terminus stops at each end but making only corcle lines, nah, forget it. I want my lines to go from point A to point B. I thing I hate the most in this game is the fact that junctions are a nightmare to make for trams and tram tracks can't cross eachother either.
I hate it when people complain about the time it takes from one city to the other, but it' s the normal time it should take... travelling around 300 km doesn' take 30 minutes .... now I have compensations rising more than fares lol
kings cross being 2.5x more than peterbrough is clearly wrong. Would it be that Kings cross would increase when you started adding other connections, eg within london and then also national rail?
I've really wanted to get this game and start replicating my local public transport network, but after watching your uploads, as well as those of a couple of other content providers, I've reached the conclusion, that it still needs some work before it's worth bothering. Some of my points include: 1) The margin of error when it comes to hitting "the sweet spot" in all areas is way too small. Set the price 1p too high and customers get furious, 1p too low, and you lose money. Same with schedules, wait times etc. - it's simply way too unforgiving in all areas. 2) Like you mention, the "tram" speed is too low to make it work with real-life transport networks. In my city, for example, we have light rails and I think they go around 45-60 km/h in the inner city area, but the same trains go up to 120 km/h once outside the city centre. I don't see how this could be replicated in the game as it currently works. Same with buses, slow in the city centre, faster when the same lines go out into the suburbs. So the game needs an option to fine tune speed. 3) the hub of misery problem is another disaster. In real life, several lines share the same stop (hub) without having that knock-on effect of transfered misery between lines. I'll keep following the efforts of you and others, patiently waiting for updates to improve the game to a better state, so thanks for sharing, it's a great help.
There is currently a bug with satisfaction. I didn't find out until after the video. So I'll revisit it after the fix. As for trams. I believe you can have them use normal track, obviously with greater initial cost. I'll need to double check. 🙂
2) In the outer city areas you could use the "ground" tracks which have speedlimits up to 350 kmh. Although if you use trams those are still limited to 70 kmh but it's a bit better already, but if you use other more metro/train like vehicles they can go 120.
You add mods at the beginning but just on a new game. I like the game but, putting in points can be a pain and there should be a tutorial for the timetable etc. Not all buttons had tooltips either.
I think that was the main reason I was hung up on it a little. That was before I realized you can switch between tram and standard track. But then you're running 70kph 'trams' on 350kph track. At which point you may as well run a local stopping train.
Copying real track layouts in this game doesn't make much sense, as the population in NIMBY is quite fictive, and so are the desired destinations of the PAX, which is totally inherent with reality. One should see it as a kind of "random" map and just connect populated places, seen on the population overlay, and not necessarily the populated ones of the real world. According to the great in depth look in this video, I wanna sum it up: The first bug fix of NIMBY will be key to play this game in a proper way, as the bugged calculation of PAX satisfaction is playing the main roll at success or failure in this game.
It is quite right that passenger flows do not make much sense. Working for two days now on New York and the Long Island Railroad. But it would be impossible to offer a map of the whole world and have the program calculate the correct rush hour destination from everywhere in the world from London to Bangkok. I still find it unbelievably satisfying.
@@walternyc If one enjoys this kinda "painting by numbers", yes, why not, but it will never create the traffic and income, one would expect. But Carlos (dev) mentioned already, that he will place POI's to the map, for better population density and desired destination simulation.
Cardea is a new part of Peterborough, you no longer go through Stanground from Whittlesey to get into peterborough, there's a new bypass alongside Cardea which takes you in much quicker, (unless of course you actually want that specific part of Peterborough)
When I saw a "first look" of this game I got quite excited about it... BUT after watching you and several other youtubers playing it I've got really put off by the unbelievable amount of micro-micro-management required. For me, a game should provide entertainment and this level of stupidly overcomplicated nonsense is NOT entertainment. I really commend your work for delving deep to get the answers but you and 'Joe Public' shouldn't have to do that in the name of entertainment.
Don't be scared, the level of micromanagement is really not that much, totally the other way around, the game rewards you more for your macro management (in my experience so far), some of the youtubers just think they "need" to micro nitpick their time schedules when the problem is they don't fully understand some of the mechanics, like..... unefficient lines that go to non/low-populated areas (or don't realize that charging 50 Euros for a trip is non-sense). Remember, almost everyone is a casual player of this game so take any meta critic about it with a grain of salt.
You can go to your steam workshop folder. (Steam > steamapps > workshop > content > 1134710) Then open the folder of the mod you want to add (The folder of the Mod should just have Numbers as its name). There should be a folder with the name and a text file named mod. You need to copy the folder with the train name into the trains folder under: Nimby Rails (Main Directory) > resources > trains. After doing that copy the things out of the mod text file from the workshop folder to the mod text file in the trains folder, but without the [ModMeta] part, only the [TrainUnit] an the [TrainMultipleUnit].
After doing that the game will think that the trains are part of the vanilla game and you can use them in your save game without startng a new one.
Very useful, thanks! :)
Just got this game when it came out yesterday and i played it all afternoon
Been making the east coast main line aswell but its extra long
I made the classic mistake of "overbuilding" instead of what I initially wanted to do; make some tram networks and a small line between a few small cities and get profitable up to the point the monthly loan payment doesn't hurt but by overbuilding I actually hurt myself with what you described in this video so thank you very much for making this video and I am very keen on seeing if you can "tame this beast" and make a very profitable yet realistic line!
19:00 45 kph is too slow? These are trams not Light Rail. If you find a stretch that is "sans roads" then use standard train tracks for the Light Rail effect.
Well said, as in every city around the world, the speed limit is about that 40-50km/h. Moreover, this speed is exactly what the term "tram" implies and the main difference to a "train", I would say.
Happy to see that I'm not the only one fussed at the passenger satisfaction thing. I can't get it right, no matter what I do. I built a single underground line in Paris, resembling the real Ligne 1, set low ticket prices to the point of not having a single refund for the duration of the playthrough, but the passenger satisfaction immediately started dropping after just a single minute of travel and after running the service for a week, I could gradually see the passenger count decreasing as the stations got worse and worse reputation. And that was without any transfers or per-km-price-gouging-type-behaviour and didn't stop worsening even after I decreased the price. I haven't yet tried unlimited cash mode, but I imagine this would be a problem over there as well.
I think it's worth remembering that this game is still in alpha. I'm having the same issue, my network is currently running like clockwork but the beet I can get for most stations is neutral. I'm working more off the number of refunds and compensation I'm paying out. For now, profit is profit.
Such a great game! If it had proper timetabling and when the single track update comes in it could be my dream game.
I love this series and please continue.
Peterborough Station - a place of despair??? Oakham Brewery Tap is right next door, Man! Miss your trains while drinking superb real ales! :o) (Hoppy Wednesday P2!)
haha. Trying to think if that was there when I lived there. Would of been near 30 years ago. And Happy Thursday! :)
I am looking forward to the London snarl but the game is looking promising, once they get the timing and pricing right it would be interesting how people go.
I'm working on a team network for my home town and I have found its best to set whatever min wait time you want and minimum interval, deduct the wait time from the interval and manually set the journey time for each leg to ensure all trams stick to the interval time. The trams then adjust their own speed accordingly.
My main issue atm is the lack of templates for jumctions, it's not possible to construct a 4 way tram junction like they actually are in real life.
Well this is a surprise,a video off you on a Wednesday 😲,a pleasant surprise at that,your full of em Mr Grand 😀
8:00 Timing are off since you have the ideal speed of route set at the bottom of the route set to 120km/hr but the track limit is 45km/hr. You need to adjust the route by the estimated speed around what the track limit or actually average of the train actually travels. So for a tram setting should be between 35km/hr to 40km/hr as it slows and speeds up coming out of stations.
If you get into high speed trains they can travel a max 350km/hr but they tend to average much slower then that around 250km/hr.
Watch your refunds as they demand refund based on the whole trip rather then single route so if any of your lines are off and the passenger transferred then they get refunded for the whole trip not just the last part where the line timing was messed up.
8:47 Destination expectation are 3mins between stations due to the 120km estimated travel time but it is taking at least 15mins and the train hasn't reached the next stop. From this point on all your trains are late for all the next stops even if they can travel the next leg in 3mins as set. Again lower your estimated travel speed for the route will increase the time between all station along the route and make the pax happier.
10:24 Just below the average speed in the avg branch. This is for setting wait time so you don't have to manually lower the waits as you are at the moment down to 5sec as you can change the average branch to 5sec and click estimate along with the 35-40km ideal speed to set your line quickly in one quick click.
Oh, Tram ticket price seems to work well with either 0.15 per km or flat $1, suggest the 0.15 per km as you make more $
10:57 Estimated distance travel is beside the 3min per station and under that is the estimated total travel time so your route is expecting 21min total travel time between all stops with 2800M traveled (cannot see the number clearly from the video as it might be higher). This is simple calculation based on the ideal speed of 120km that you have set for the line dividing the total distance the route travels. But since the trams are limited by track speed of 45km it really should take a round trip around 64minute or 1hr and 4 mins. I think if you click the tram as it arrives at the station finish the loop it will give you a general time that tram took to complete the loop so you can fine tune the route once you have adjusted the ideal speed down to 35km-40km; which is a longer route run of 80min - 70min giving you a lot of leeway to run a few minute late from station to station as trams should complete the route between the 64mins rather then estimated 80-70 that you are scheduling for the passengers.
The timings at the bottom don't apply unless you click the button. It'll show whatever you used last. For me I'd set it for a mainline service. Estimates won't work well for any leg containing switches unless you set branch to 0. Which is the real issue for that main line section. A blanket estimate only works for basic legs, even then it'll need fine tuning.
The estimated branch wait doesn't change anything. Well it didn't when I recorded this. It's the number added to each branch/switch on a leg.
I double checked Avg. Branch setting, and it doesn't change anything in Min. Wait. Something interesting I did find, is setting Min. Wait to 0 changes it to say pass. I also realized why you were assuming I'd set it to 120kph, it's the default when you load up a new map. :)
How long before he makes another game implode with the ECML?
Great video. Very informative! Just started and like with other complicated simulation-games it first gets a bit overwhelming. I think this will be a time-drainer ;-) ;-)
You can put tram stations as bridges or tunnels under or above your station. Multi layer stations
I do like that. Possibly more use for trains, as trams ignore roads.
Yes more been playing this all day done most of Norfolk lines
Grand, any chance you could change you cursor as I'm unable to follow your descriptions and explanations, with the cursor disappearing into the pastel shades of the map and boxes. Looking forward to this new series.
Hmm, I didn't think about that. Perhaps highlighting them with a box would of been a good idea. I'll bare it in mind for next time. :)
oh god if thats peterborough, waterloos gonnz be an absolute nightmare!!!
@GrandT Are there more NIMBY Rails vids on the way?
You can change the size of the catchment area.
You can indeed shrink down a catchment area. Possibly handy for tram stations close to the main-station. Better placement would negate the need for that a little.
Optimal would probably be to put them and adjust the area so you get squares around each stop
Too many interchanges? Sounds like the UK rail network will need some overhaul.
This game is pretty neat, lots of promise with it still in early access.
I like the game, there is some polishing needed but a good start.
Really enjoying this game. It is certainly a challenge at the moment, having just started. Have built a few lines (tram & rail) with a couple of interchanges. Every line is making money fares are set at 1 and 0.75. Pax are happy with pricing. Like you though they are definitely not happy with timings. Doesn’t seem to be having a negative effect though at this stage. Need to monitor and see what happens.
Glad you're enjoying it. And Carlos said there's a few bugs with the issues I was having. So good news there!
You didn't finish with a cab ride Grand!
Remember, your operating in Britain...
Everyone starts with a base happyness of: really really wayyy too grumpy
Also remember that because its Britain, thats the standard :p
Oh and I managed to build the Brighton Mainline, and its a bit of a pain
And also, as long as its a blueprint, you can change the track type by selecting the node in the move mode and pressing the number key which corresponds to the track type you want
Edit: Do the thameslink core with the canal tunnels maybe? You can get around 5k people for each station and would make a tonne, and can be linked onto the ECML through the canal tunnels
Funny, games like Minimetro Cities Skylines and Cities in Motion teach you that only circle lines work properly, Nimby Rails does the opposite.. I never liked circle lines anyway -needed to complete a radial network, that's fine as long as you have terminus stops at each end but making only corcle lines, nah, forget it. I want my lines to go from point A to point B.
I thing I hate the most in this game is the fact that junctions are a nightmare to make for trams and tram tracks can't cross eachother either.
I hate it when people complain about the time it takes from one city to the other, but it' s the normal time it should take... travelling around 300 km doesn' take 30 minutes .... now I have compensations rising more than fares lol
7th?,nice to meet you guys
(between bus and cab)9-12 seater bus XD
kings cross being 2.5x more than peterbrough is clearly wrong. Would it be that Kings cross would increase when you started adding other connections, eg within london and then also national rail?
You guessed correctly. Population and reach are purely for game mechanics. Linking more of London will increase that reach no end.
I've really wanted to get this game and start replicating my local public transport network, but after watching your uploads, as well as those of a couple of other content providers, I've reached the conclusion, that it still needs some work before it's worth bothering.
Some of my points include:
1) The margin of error when it comes to hitting "the sweet spot" in all areas is way too small. Set the price 1p too high and customers get furious, 1p too low, and you lose money. Same with schedules, wait times etc. - it's simply way too unforgiving in all areas.
2) Like you mention, the "tram" speed is too low to make it work with real-life transport networks. In my city, for example, we have light rails and I think they go around 45-60 km/h in the inner city area, but the same trains go up to 120 km/h once outside the city centre. I don't see how this could be replicated in the game as it currently works. Same with buses, slow in the city centre, faster when the same lines go out into the suburbs. So the game needs an option to fine tune speed.
3) the hub of misery problem is another disaster. In real life, several lines share the same stop (hub) without having that knock-on effect of transfered misery between lines.
I'll keep following the efforts of you and others, patiently waiting for updates to improve the game to a better state, so thanks for sharing, it's a great help.
There is currently a bug with satisfaction. I didn't find out until after the video. So I'll revisit it after the fix.
As for trams. I believe you can have them use normal track, obviously with greater initial cost. I'll need to double check. 🙂
@@GrandT I guess, "after the fix" is the almighty key to this game ATM, as the satisfaction of PAX plays the key roll for success or failure. ;)
2) In the outer city areas you could use the "ground" tracks which have speedlimits up to 350 kmh. Although if you use trams those are still limited to 70 kmh but it's a bit better already, but if you use other more metro/train like vehicles they can go 120.
You add mods at the beginning but just on a new game.
I like the game but, putting in points can be a pain and there should be a tutorial for the timetable etc. Not all buttons had tooltips either.
Same i don't get how to do the timetable
Considering the Trams have a speed of 70kph, the track limit of 45kph is horrible
I think that was the main reason I was hung up on it a little. That was before I realized you can switch between tram and standard track. But then you're running 70kph 'trams' on 350kph track. At which point you may as well run a local stopping train.
Heard there is a bug with satisfaction and ticket pricing. The maker will update this.
I did see that just before the video was due to go live. Good to know it's a known issue. 😁
this game needs a tutorail or someone to do a series on that
Copying real track layouts in this game doesn't make much sense, as the population in NIMBY is quite fictive, and so are the desired destinations of the PAX, which is totally inherent with reality. One should see it as a kind of "random" map and just connect populated places, seen on the population overlay, and not necessarily the populated ones of the real world.
According to the great in depth look in this video, I wanna sum it up:
The first bug fix of NIMBY will be key to play this game in a proper way, as the bugged calculation of PAX satisfaction is playing the main roll at success or failure in this game.
It is quite right that passenger flows do not make much sense. Working for two days now on New York and the Long Island Railroad. But it would be impossible to offer a map of the whole world and have the program calculate the correct rush hour destination from everywhere in the world from London to Bangkok. I still find it unbelievably satisfying.
@@walternyc If one enjoys this kinda "painting by numbers", yes, why not, but it will never create the traffic and income, one would expect.
But Carlos (dev) mentioned already, that he will place POI's to the map, for better population density and desired destination simulation.
I'm glad I didn't get this personally, it just needs too much micro managing with not enough route building for my liking.
Cardea is a new part of Peterborough, you no longer go through Stanground from Whittlesey to get into peterborough, there's a new bypass alongside Cardea which takes you in much quicker, (unless of course you actually want that specific part of Peterborough)
When I saw a "first look" of this game I got quite excited about it... BUT after watching you and several other youtubers playing it I've got really put off by the unbelievable amount of micro-micro-management required. For me, a game should provide entertainment and this level of stupidly overcomplicated nonsense is NOT entertainment. I really commend your work for delving deep to get the answers but you and 'Joe Public' shouldn't have to do that in the name of entertainment.
yeah, but it is pre release and for me i like recreating routes in the sandbox mode. definitely not for everyone.
Hopefully by release it'll be refined a little. And thank you. Overall it has plenty of potential.
Don't be scared, the level of micromanagement is really not that much, totally the other way around, the game rewards you more for your macro management (in my experience so far), some of the youtubers just think they "need" to micro nitpick their time schedules when the problem is they don't fully understand some of the mechanics, like..... unefficient lines that go to non/low-populated areas (or don't realize that charging 50 Euros for a trip is non-sense). Remember, almost everyone is a casual player of this game so take any meta critic about it with a grain of salt.