I think the difference in track is that Phoebus put dark-outer-line/light-inner-line to represent the track, where it looked like you only used light-inner-line. I'm torn between the ties extending outside the track as you drew them (how they really are in most cases) and how he drew them. I'm honestly not sure which I would prefer to see long-term.
I love that I use linux at work and at home. I'm able to download the updates here and transfer them to my system at home. Now the game is ready for me when I get there in a few hours.
I used a 25% black line on the borders of the ties, but Phoebus seems to have used a darker line or less transparency, depending on how that line shows up when you are looking at a river.
Anyway, it's a work in progress, so I'd like to see Phoebus's version have the extra pixel of railroad tie on either side of the tracks, as well when it's complete, and maybe Phoebus is just going to add it later. Then it'll have everything my version had, and be pretty and have the tileset assembler options in it.
My track line is 70% opacity white so there's no black line on the river tile:
I also have the option to add a texture to the river.
The black line around the track is there as a solution to a large problem.
On the curved tracks, the pixels on the edges of the tracks are the mix of 4 textures: the river, the inverted track, the ground, and the inverted floor.
Merging those 4 correctly manually is insanely time consuming and hard, and doing so through the Tileset Assembler is currently impossible.
So I opted for an opaque grey line that mixes with the ground seemlesly and prevents the river/track textures from mixing with the ground/floor textures.
Due to this it'll also be quite hard to add the extruding plank to the curved tracks.