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v0.6.0 - tunnels, stations, bridges, factories

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@Dkijas Dkijas released this 15 Jul 12:08

Install: download simutrans_blender_kit.zip below, then in Blender go to Edit → Preferences → Add-ons → Install…, pick the zip, and enable "Simutrans Blender Kit".

The release that finished the object types: everything a pakset is built from can now come out of the kit.

Added — four new object types

  • Tunnels. A portal in four directions and two layers (back behind the vehicle, front over it), modelled on a north-facing ramp in tunnel_portal / tunnel_portal_front. Grounded in tunnel_writer.cc and the engine's slope_indices; the mandatory icon is emitted (without it the engine gives the tunnel no builder). Verified buildable in the running game.

  • Stations and depots. A stop, a depot or an extension is a building with a type, a waytype and — because a player places it — an icon, without which hausbauer.cc gives it no builder and it silently cannot be built. Pick the kind and set what it accepts (passengers, mail, goods). Verified: the stop turns up in the engine's own station builder list.

  • Bridges. The four image groups the engine reads — span (ns/ew), start and ramp (n/s/e/w), pillar (s/w) — each in a back and an optional front layer, plus the length, height and pillar-spacing limits. Modelled in bridge_span, bridge_start, bridge_ramp, bridge_pillar. Verified buildable in game.

  • Factories. A building plus its economics in one obj=factory: the mandatory minimap colour, productivity, location, and the goods it makes or consumes (each a cross-reference that must resolve at load). The sprites are the ordinary building render. Verified: the factory loads with its good resolved and appears in the engine's factory table.

Every one is grounded in the engine's own writers, checked against makeobj (which fatals on a missing freightimagetype, mapcolor or icon), rendered and pixel-checked in Blender, and loaded in the running engine.

One caveat, held honestly: the exact portal/piece-on-which-hill mapping for tunnels and bridges is derived from the engine's slope tables but is the reflection the way slopes proved you confirm by eye in a windowed game, not headless — the pieces are verified buildable; their per-slope orientation is the one thing a headless run cannot see.


Everything from v0.5.0 (cargo variants) and v0.4.0 (render progress + cancel, CI) is included. The complete test suite — 35 suites, from pixel checks to the running pak128 game — is green.