There is a new update online, so I would like to share some details with you.
There is for example UI Scale feature requested by the community (especially usefull on 4k), which forced me to re-do all icons and UI graphics in general, so I was doing kind of HD-Remaster to the game that has not been released yet :).
Also several players asked me to add some possibility to do restoration of their precious old or unique vehicles in the game, so now you may use auto replace tool for doing this (we will probably re-balance currently-fixed restoration price in one of next updates).
Main changes are:
UI Scaling (You may choose the user interface size, especially handy for 4k monitors)
Hi-res Icons (Reworked 400 icons)
Start in any era (once unlocked by playing)
7 new Trees
Restoration of old vehicles
There are also several small improvements and tons of fixes as always :)
New UI Scale feature
New 385 icons, 500+ letters
Added Tons of missing letters (aprox +200)
Automatically scale up icons that are in an old resolution (due to mods)
Modified icons of track modified to make them more distinguish
Added automatic restriction to UI Scale according to resolution / window size
Start new game from any era
Added possibility to start map in another era!
Added autodetection of max start era unlocked (you have to progress naturally to unlock more eras to start from)
074 Bangle cost balanced to support start in later eras
Added script function GetStartEra
Restoration possibility (autoreplace by the same vehicle, even for unique ones. Fixed cost atm)
7 new trees (+removed Acacia)
Fixed Town growing
Added image to YouWing oil quest
Automatic immediate reload of UI when language changed
Fixed Crash when stop window too narrow
Lowered farm fields size
Some fixes for 512_h_paths map
Fixed cursor position vs tool icon position
Fixed some script minor issues
Fixed visual glitch when using unknown cargo
Fixed position of number showing distance between automatic signal placemnt
Reload config runtime does not cause background main menu image to stretch
Dragging locomotive in depot window active area
Acccumulation of multiple "Train cannot find compatible track" message
Fixed building rules where only token is produced (no inputs)
Produced tokens agregated not per station nearby, but per token type (no more 0 tokens pruduct marker above the building)
Fixed Issues with the new trees trunk mapping
Fixed Device Reset when using assimp
Fixed Rendered texture alignments (except texts)
Fixed Consistency of leaves fade out on close model and far baked one
Modified Small raycasting optimization
Fixed Lodbaker supports also 32bits indices
Fixed Auto detection of max UI Scale minor bug
Fixed Crash when moded rail parts missing signal positions
Fixed UI Icons white outlines issue
Church quest do not build new town when any other existing
Fixed Tooltip for Start Era option
Fixed Changing Start Era cause change of difficulty selection
Fixed Spawning of posts and towns when save/load custom map
Fixed Era limitations (when start from specific era)
Fixed Spawning posts and shops in town on custom maps
Fixed Glassworks script
Fixed Longer script
Hope you will like it ;) Have a nice weekend and thanks again for keeping me updated on some of your ideas and wishes!
It is insane, but recently we've together reached more than 100 mods in Mashinky steam workshop :O This is something I would never expected, especially while still in Early Access and without any usable tutorial how to create one mod.
I feel a huge gratitude and respect to the authors, thanks a lot guys!
This is another proof of having the best community ever, full of talented people who are able to dig into our data and learn how to create almost any modification possible. So many beautiful crafted engines and wagons, awesome maps or even mods that changes the basic gameplay, adding more possibilities to station upgrades or buildings...
If anyone needs some help with mod creation, please don't hesitate to ask me. I plan to add some documentation to our wiki page one day and this may help me structure it properly and even raise the priority of creating it.
Thanks a lot! I love it and working on the game for all of you guys who like the game and support it is a great honor for me...
After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.
There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.
There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!
Also all critical issues should be fixed now ;)
Thanks a lot for all your feedback and support! It helped me a LOT!
Full changelog is here:
Added New "512 Path" Scenario
Added Sortable lists of buildings, vehicles, stations, etc.
Kumulative messages (automatically switch to kumulative message instead of enumerating every instance)
Added cycling goto feature for kumulative messages when clicking on them
Added possibility to start / stop all vehicles at once
Showing red numbers in assets window when station storage full
Added filtering in replacement list only existing loco/wagon types in game
Added depot button for electrification (like using track upgrade tool manually)
Modified Number and size and the shape of fields
Modified Scripts and Texts
Modified Power plants ballancing
Smoke and sound of train waiting on signal
Train stucked on a platform (when clear routelist and turn around)
Red signal when removing track piece between two blocks where one is occupied
Better streaming of terrain (fixed also issue with 10s lag when switch to construction mode)
Goto buttons in buildings list
Issue with stucked train leaving the depot
Blue track overlay wrongly applied to trees and fields
Frustum culling of plants (sometimes invisible when close to screen border)
Frustum culling of vehicles (sometimes invisible cemara onboard)
Max weight when going on reverse
Landscape type names (was "showing unknown" text instead)
Asynchronous access crash and buidling list flickering
Track version statistics (used by some script functions)
Food shop name
Buying new vehicle or bridge / tunnel does not play sound when not enough tokens to finish the action
Signal type may be changed without removing old signal first
I have again rather small update for you, this time it brings for example town growing over the stations, rivers and so on (you can help the town by laying roads there).
Some mods issues detection
Also we are experiencing increased amount of crashes and game issues caused by some specific mods. The cause is for example when mod sets number of industry buildings generated to 0 so the game may not be playable any more. I was thinking about preventing mods from doing so, but there could not be great mods using this wisely anymore, so the game only detects these type of mods and show warning every time you start new game or load one that requires these mods.
Improvements and Fixes
Towns may grow over the track if road present there (they may spread behind stations, rivers, small rocks etc.)
Improved all train lists, which are able to show more info for each train (for example age in replacement window)
Increased buildings max size increased to 9 for now (huge buildings ahead ;)
Fixed Crash when click on main menu camera icon (or hit F11)
Fixed town growing when placing shop manually (but cannot be removed for now)
Fixed removing trees near building even when not enough tokens to remove building itself.
Regarding to 5th era, I've spent last couple of days implementing tech for fields spread over the map (we will need them ;) ). Also we have several new assets for this era, so I will be soon sharing more from this content ;)
Before releasing any info about 5th era, lets make the Mashinky gameplay a bit more interesting and challenging and train management a bit easier :)
There is a new update, where I've implemented 2 new features: - Train aging (both visual and gameplay) - Mass train replacement (requested by the community for a long time)
- Train has an age now. This affects fuel consumption speed (mainteinance cost) - Train age is visible also by icons colors - All aged engines / wagons can became rusty (procedural rust rendering) - These two features (mainteinance cost and rustyness are optional)
Mass train replacement
- System for planning train replacement! - Accessible by train list window, depot window or train details window - Persistent list of replacement rules. Once applied to any train, train heads to neares depot, process replacement and get back to its routelist. If not enough tokens, train waits until enough tokens gathered and displays warning message. - You can cancel replacement order by pushing the same replacement button again
- First and very simple version of bug management system! - Also comes with rating system, where you can upvote (raise priority) for any bug instead of creating duplicates - It is quite WIP now, so this will be improved in the future a lot.
Improvements and fixes
- Improved Script function AreConnectedByTrack, GetNumTracksVersion, UpdateTextFormat, GetName, GetNumTracks - Possibility to Unsubscribe Steam workshop ingame - Rebalancing (City grow speed via passengers) - New version of localized texts - Scripts iteration and fixes - Scenarios do not save mod ids (workaround until proper UI implemented) - New game do not shows missing mods warning - Music multiple tracks play together - Crash related to click on status bar - Signals refresh when ignore & pass one-way signal in opposite direction - Recommended train weight independent on multiple locos order - One depot limit no more applied in editor - Drag drop wagons in depot keeps all wagon params - Wagons without outcome are not affected by age - Town doesn't grow when starting new scenario
Hope you like this update! Just let me know in comments ;) Next stop (hopefully) some first info about 5th era, because if everything goes well, it's gona be awesome! :)
We are working hard on 5th era, but meantime I am fixing some issues and adding new features. This update is rather small, but there are more to come soon (like train replacement feature or ingame bug reporting system).
For today, there are these changes:
Modified: Loading does not require mods strictly (only shows warning)
Added: Validate mod button
Added: Re-saving of models (by validate button, fixes some inconsistencies made by different 3D modeling soft exporters)
Added: Shuffle option to music player (default on)
Added: Icons for music player
Added: Removing whitespaces from package name
Modified: Scenarios do not save mod ids (workaround until proper UI implemented)
Modified: New game do not shows missing mods warning
Fixed: Crash related to click on status bar
Fixed: Signals refresh when ignore&pass one way signal in opposite direction
Fixed: Recommended train weight independent on multiple locos order.
Removed: Tags mod param stored in xml (obsolete, game generates it automatically)
As I mentioned in last update, I am late with last update, but it is finally ready to be released on public branch! Thanks all of you who helped me to stabilize Experimental version and finish all crucial features to make ...
Steam Workshop (first iteration)
x64 build (downloads automatically according to your OS)
New terrain type
Silvester mod :)
and Tons of other smaller improvements and fixes
...finally life on steam.
I am so happy to see the huge amount of work already invested by mod creators into Mashinky steam workshop, especially thanks to famous Hracicka, Vaio, DanielDerStolle, Stjanusch, Wailord, Ds!!, JosefsedlCZ and many others.
Modding for Mashinky was originally introduced far before even Early Access release and very early in game development I've created virtual file system able to merge all content together once game starts. We've used this feature many times internally when testing new eras, using placeholders, overloading some game rules to test new ideas and all these tests shaped the modding support to be quite general. Currently, there are these areas possible to mod:
Scripts (wip, only overloading old quests for now)
..and some more
Now with the Steam workshop support, I am looking forward to see what you guys can create!