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Is there a current development direction or list of priorities for Simutrans?

Started by victor_18993, July 31, 2026, 08:42:43 AM

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victor_18993

I have been contributing several small fixes and improvements recently, and I wanted to ask whether there is any current roadmap, list of priorities, or general development direction for Simutrans Standard.

I am not asking for fixed deadlines or a formal release plan. I understand that this is a volunteer project and that development often depends on the interests and availability of each contributor.

My main reason for asking is coordination. Before spending time researching and implementing a change, it would be useful to know whether:

  • there are particular areas where contributions are currently most needed;
  • larger changes are already planned that could overlap with a proposal;
  • some parts of the game are intentionally being kept stable;
  • there are features or technical issues that maintainers would especially like contributors to work on.

At the moment, priorities and ideas seem to be spread across bug reports, feature discussions and individual forum threads. Even a lightweight list of preferred development areas could help contributors choose work that is more likely to fit the direction of the project.

If no such roadmap exists, would it be useful to create a simple community-maintained thread listing current priorities, accepted ideas and areas where help is welcome?

My intention is simply to align my contributions better with the needs of the project and avoid duplicating work or developing changes that do not fit the intended direction.
En la vida todo son vivencias y cada una de ellas nos hace mas grandes,¿Como de grande eres tu? :)

Yona-TYT

Greetings, I'm very happy to see you contributing so actively, thank you very much for that. ;D

I think some of you here have your own lists of projects in the areas you like best or are most familiar with. ;)

On the other hand, there are several interesting requests to improve Simutrans, however, due to the difficulty of implementation, they have remained just proposals.

Andarix

Well, there is a todo.txt in the source code.

However, I cannot say anything about how up-to-date they are.

What would be important to me right now.

What I don't like so much about the current versions is that industries are always built on the lower level. Such sunken industries look terrible.
Screenshot 2026-07-31 142909.png

And the current city growth (deep trenches or high embankments) doesn't look very good.

victor_18993

Thank you both for the replies.
The
todo.txt file is useful as a starting point, although, as Andarix says, it is difficult to know which entries are still current, which are already partially solved, and which ones the maintainers would still like someone to work on.
The examples about factories being placed too low and cities creating deep trenches are exactly the kind of issues I had in mind. There are many potentially valuable improvements, but before investigating or implementing them, it would help to know whether they fit the current direction of the project and what scope would be acceptable.
I am not suggesting that Simutrans needs a strict roadmap with deadlines or assigned developers. That probably would not suit a volunteer project. Even a small, periodically updated list could be useful, for example:
  • areas where contributions are currently welcome;
  • proposals that have general approval but still need implementation;
  • tasks that require further discussion before coding;
  • old items that are no longer considered relevant.
This could reduce duplicated work and make it easier for contributors to choose something that has a realistic chance of being accepted.
For specific ideas such as the factory placement and city terrain issues, I think it would be better to discuss each one in its own thread, so that its behaviour, desired result and technical scope can be examined properly.
It would be especially helpful to hear how the maintainers currently decide priorities and whether they think a lightweight community-maintained list would be useful.
En la vida todo son vivencias y cada una de ellas nos hace mas grandes,¿Como de grande eres tu? :)

Andarix


prissi

The todo.txt is relatively recent.

Some larger projects which large contributions to game play and design would be (from me):

Elevated way with pillars for every ground below and a match elevated way builder (maybe even with a tool bar for one N S E W up down) to build higher elevated ways over any ground.
In order to allow for pixel graphics, maybe consider each corner separately.

Directional wayobj making the way a single directional object and ha different graphics left to right or right to left.

Routing based on distance. If route 1 is heavily overcrowded, thez alternative. Needs some deep thoughts how to implement.

Loaded station graphics with animations (for pax) or maybe reuse pedestrians for this.

makie

Extend the way-building tool that it  can also build bridges across rivers and small sea.
Also Tunnels? Maybe double-track lines at once?

For Android devices with their small screens and big fingers, more automation in the construction tools is necessary.

ceeac

In general, I think that UX improvements to building actions is generally appreciated for a game that is mostly about building stuff :). Like
 - terraforming: Flatten area, ignore adjacent occupied tiles (that contain buildings) for raise/lower land.
   There was a post by Roborin (I think) that suggested improving the terraforming to be more like RollerCoaster Tycoon/Locomotion style terraforming, but I cannot find the thread right now.
 - Improvements to tunnel building: No need for tunnel entrances, connect tunnels across multiple height levels etc.
 - General small GUI improvements like hiding small station labels when zoomed out

Personally I am still working on the new graphics renderer (nothing to show yet), and occasional small bugfixes and (code) improvements so it's unlikely any other feature work will conflict with my changes.

prissi

The waybuilding tool can build tunnel an bridges and limited terraforming (as can be seen by the building AI). However, specifying which tunnel and bridge to use would require quite some gui extension.

Flatten area is somewhat possible (dragging the lower/raising tool) but is not very realistic. At least it was the consortia a long while ago, building should reflect the struggle to build lines at low costs and not roller coasters ...

Flatten land is rather trivial though, if there is really demand and if it is made forbiddingly expensive compared to raise selected tiles.

victor_18993

Thanks for the replies. This is exactly the kind of discussion I hoped this thread could create.
I think many contributors have their own lists, ideas, or problems they would like to address, but that information is usually spread across different threads, messages, and files such as
todo.txt. Having one place where we can see which areas are considered important, what somebody is already investigating, and what is still open could help us avoid duplicated work and choose more effectively where to contribute.
In fact, some of the ideas mentioned here are already starting to be worked on. For example, I am developing a separate prototype for building two parallel ways in a single operation. I am also reviewing Makie's suggestion about automatic bridge and tunnel construction, because while looking through the code I found that part of the implementation already existed, but was not connected to the interface.
The intention is not to mix all those projects into this thread. I think the most useful approach is to use this as a meeting point for identifying needs and priorities, and then move each specific investigation or patch into its own thread, where it can be discussed and reviewed properly.
Andarix, the two terrain issues you mentioned are good examples of concrete problems that are clearly visible to players:
  • industries ending up sunken relative to the surrounding terrain;
  • city growth creating unnatural trenches or excessively high embankments.
I have already started looking into the first one. There is a difference in how the base height is calculated for single-tile and multi-tile buildings, and that may be related to the factory issue. I do not consider that a confirmed diagnosis yet, so the first step should be to reproduce it under controlled conditions and investigate it in a separate thread.
I will also review
todo.txt against the current code and project history. Some entries may still be relevant, some may already have been implemented, and others may require design decisions before it makes sense to start coding them.
In any case, I really appreciate having a thread like this. For those of us who want to contribute, it is very useful to know which areas are already being worked on, which problems are still open, and which improvements maintainers and experienced players consider genuinely valuable.
Please keep sharing ideas, even if they are large projects or their scope is not yet fully defined. Even when something cannot be addressed immediately, knowing that it remains a real need is already valuable information.
En la vida todo son vivencias y cada una de ellas nos hace mas grandes,¿Como de grande eres tu? :)

prissi

Maybe work the cloning pipette on convois too? It is often requested to add another identical convoi to a line. Must handle depot search too ...

makie

Quote from: prissi on August 01, 2026, 10:54:28 AMThe waybuilding tool can build tunnel an bridges and limited terraforming (as can be seen by the building AI). However, specifying which tunnel and bridge to use would require quite some gui extension.
I don't really think so.
Just select a available bridge or tunnel with a suitable speed.
A player doesn't do anything else, either.