March 17th, 2026
Vehicle Pathing
https://www.youtube.com/watch?v=HdVTLGD4bbA&t=112
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Mikael
What
SPEAKER_05
the
Gabrielle
****?
Pashanka, my guy.
So what do you think of the new...
Vehicle puffing.
New vehicle puffing?
Yeah, pretty proud of it to be honest.
There are some kinks to work out, but once we're done, they should be much easier to deal with.
SPEAKER_05
Need some help?
How are you?
Fine.
Mikael
Ooh, I like where this is going.
It's been a long time coming, but vehicles are seeing improvements in 1.2.
We have reworked the pathing system, where paths can now be placed as splines, aligning much more closely with how train railways are placed.
Before we jump into that, however, I would like us all to take a moment to recall some memories we have formed with the legacy vehicle paths.
Jason & Mikael
May you find some comfort
here.
Mikael
May we never forget where we came from, but I am so glad we're past it.
Now with the incoming changes, each valid vehicle will have their own path preset that you can use.
These will have their own individual max turn angles, each calibrated with their specific turning ability in mind, and a universal path is also available.
To create a valid path, you first need to build and complete a loop, and you'll know it's valid and complete when the path turns blue.
To then make your paths actually usable, you have to connect them to truck stations first.
Paths can only be placed on smooth terrain, and abrupt height changes will invalidate that path.
That applies to foundations too, and removing a foundation will invalidate the path.
Building that 10-lane mega-highway is no longer just a dream.
Or a nightmare.
Probably a nightmare.