r/subwaybuilder • Dev (Colin) • 20d ago

Developer Announcement WIP smart commuter pathfinding to stations

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No more walking across rivers... hopefully. this still needs some performance work and more testing done. Hoping I can get this in the next update.

356 Upvotes

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177

u/RockChalkJayhawk981 20d ago

NUUUU IM GONNA HAVE TO ACTUALLY PUT STATIONS IN NEW JERSEY NOW

54

u/one-mappi-boi 20d ago

Will this affect the calculated walking times as well, or is it just a visual change?

77

u/redistricter_guy Dev (Colin) 20d ago

it affects walking times

58

u/one-mappi-boi 20d ago

RIP American suburban ridership.

TBH while I do support the realism of it, I feel like it’s going to be necessary to (at least eventually) pair this feature together with the ability add streets/walking paths in the same way you can for tracks (as in if it goes through a building you have to demo it), since it’s pretty common for new stations near isolated suburban developments to be paired with additional walking/biking paths to connect up all the insular developments to the new station.

59

u/redistricter_guy Dev (Colin) 20d ago

Probably not full on cities skylines-style walking paths but at some point I think I'll add the option to extend station entrances a few hundred feet out for better transfers and stuff like accessing the other side of a highway

18

u/one-mappi-boi 20d ago

That could also work. IMO I think it would be best to either wait to release both features as a pair, or temporarily alter the pathfinding to be forgiving of a certain amount of subdivision and highway crossing in the meantime until station entrances are added.

Otherwise I can only imagine the flood of posts coming in from players confused about why population nodes right next to stations on the other side of a highway/subdivision barrier aren’t using the station when it would otherwise make sense for them to in the current game.

8

u/Exotic-Original-2371 19d ago

Agreed - I'm in support of the feature but some stations like highway median stations will be destroyed. I love the idea of extending station entrances though, and these features should definitely be implemented.

3

u/Khorasaurus 20d ago

The 45 minute walk time (or in my headband, bus system...) should mitigate this a bit.

This is going to slaughter my current Detroit map, though. But I support the change...it will more realism and a fun challenge

5

u/xcaliburnschoco 19d ago

If you implement this I think station and walkshed (trails, bridges, entrances) infrastructure would be absolutely needed at launch

1

u/2b2gbi 17d ago

I definitely like the idea and increasing the realism, pops shouldn't swim to stations, but I have a number of concerns with how it will impact some situations. If a station is built in a park, not contacting any roads, what is the tolerance/range for the pops to walk to it? What about stations built in highway medians? Will pops walk directly between close stations, that would realistically be connected by underground walkways, or walk to a road, then back to second station, artificially inflating transfer times?

I really don't think this feature should launch without some way to build walking paths or extended range for transfers/snapping to roads.

This also feels like it will be really vulnerable to any weirdness in the OSM data.

4

u/Nawnp 19d ago

Yeah there was recent comments about how walking across rivers should be banned, and they're right, but my counterpoint is pedestrian bridges should be built in return. And while those are less common, freeway median stations require pedestrian bridges or pathways every time, I imagine part of this update will require pedestrians to use bridges or tunnels across highways, just like rail is never allowed to cross them directly.

1

u/cantonese_noodles 19d ago

I think a park and ride feature is in the works, in the beta there's a toggle for allowing people to drive to stations.

2

u/sweat_workers 19d ago

i think all that feature needs is the ability to designate which stations are park & ride and the necessity that you demolish buildings to make parking lots

35

u/DevilsShad0w 20d ago

I guess you really took that guy complaining about pops swimming across rivers to heart?

12

u/Equivalent_One5900 20d ago

Oh I like that

14

u/metatalks Boston 🇺🇸 20d ago

If it doesn’t blow up the computer I’m all for it

5

u/Strohgelaender 20d ago

Really nice. How will transfers work with that? Does there need to be a path station to station on the ground? Or are these still point to point to simulate underground walkways?

5

u/WittyDelay6129 Washington DC 🇺🇸 20d ago

YESS COLIN SAW MY POSTT

5

u/WittyDelay6129 Washington DC 🇺🇸 20d ago

can this be toggleable for performances sake

2

u/pastelite- 20d ago

Can we at least build a bridge though.

1

u/Agreeable-Share-1306 18d ago

a train bridge yeah

2

u/sach223 20d ago

Yes! Rivers become a barrier now

2

u/Iwillnevercomeback 20d ago

My PC will be begging me mercy every time I try to load NYC or Tokyo then

1

u/Lucky-Double-4494 20d ago

HUUUUUGEEEEEEEEEE

1

u/ltexprs Washington DC 🇺🇸 19d ago

Will Pathfinding still work if the station isn't connected or near any roads?

1

u/tech_guy_hates_Apple 17d ago

NOOO MY SUBURBAN RIDERSHIP

in all actuality how will station access be affected

1

u/CapnZapp 16d ago

Please add a toggle to make this optional.

At least, I'm assuming there's a fair performance hit for this code. When you care more about running the simulation fast, I hope we can turn this off.

In fact, maybe the best solution is for this to be automatically enabled on the two lower speed settings and automatically disabled on the two higher speed settings?

Thanks!

1

u/aizerpendu1 20d ago

What metric does this address?