Transports - Holy Guacamole
Development Update for the upcoming version 1.14

I've updated the testing branch version of the game with the latest features.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

Airships
I've added some airships that can carry almost all goods on their cargo area.


Language mods
The game supports language mods now. You can take a look at the Guide to get to know how to make a language mod:
GUIDE
I've changed the fonts of the game for the support of more characters.

New terrain generation
I've changed the algorithm (Voronoi) for the terrain generation for the future support of more bioms.


New view frustum culling
I've replaced the old view frustum culling method with a better one. That should result in a slightly improved performance.

First person no clip camera
The new view frustum culling method and changes to the camera system allows a first person camera view now. You can fly around freely on the map now .

You can activate the new camera mode with '6' and deactivate it with '7'.

Feel free to share your thoughts.
Thanks for your patience and support.
Transports - Transports


- Update 1.13 -

Changes:
- graphical improvements
- GUI changes
- bug fix: there was a bug in the animation system that could block the game
- electricity overview map
- power plants need more or less resources now, depending on the connected industries and cities
- map borders
- new vehicle type: submarine
- bug fix: while building industries the height of the terrain will be checked now and it's no longer possible to create holes in the terrain.
- bug fix: aircrafts shouldn't glitch through the ground anymore
- ssao improvements
- bug fix: tilt shift effect should not flicker anymore
- bug fix: ai related game crash with old savegames fixed
- two new power plants
- you can reset the energy supplier now
- you can now buy submarines
- while constructing city buildings or industry extensions, possible construction positions are displayed
- extensions for the power plants can be build that increase the maximum power output
- fixed: a bug where the current period won't reset after loading a game
- you can build industry extensions manually now
- you can copy lines in the line manager now
- you can find all vehicles that are assigned to depot in a new tab in the depot window
- added: bridges ans tunnels for trams
- added: mod support
- added: Steam Workshop support
- fixed: GUI window offset bug with scaling != 1.0
- vehicles will make sounds now
- fixed: the sales will be calculated correctly now
- added: optional orthogonal camera
- mouse hovers
- fixed: city buildings willl now be assigned to the correct city while building
- added: a MOD Tool (model and mod converter) was added to the install directory
- added: 2 new game tasks
- fixed: street vehicles shouldn't stack up into each other if the vehicle in the station can't find a route
- fixed: subsidization wasn't applied to all building measures
- the ministers will use their measures from time to time
- bug fix for the converter: the normals weren't changed correctly with the flip option
- added: a filter for routes in the vehicles window
- changes to the culling system: most larger objects should be visible on the edge of the screen when zoomed in now

I recommend starting a new game to test all new features.
Transports - Transports


Development Update for the upcoming version 1.13

I've updated the testing branch version of the game with the latest features.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

Steam Workshop support

I've implemented Steam Workshop support in Transports. You can upload and update mods ingame now. The Steam Guide with instruction on how to create a mod will be finished soon. :)

Feel free to share your thoughts.
Thanks for your patience and support.
Transports - Transports


Development Update for the upcoming version 1.13

I've updated the testing branch version of the game with the latest features.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

Changes:

Mod support
I've finished implementing the first version of Mod support for Transports. You can now extend the content for Transports by adding Mod files to the game.

You can find some smaller mods available on the discord server.

I've started to create a steam guide to help you with the mod creation. It will be available soon.

Steam workshop integration will follow soon too.

You need to start a new game to play with mods.

Feel free to share your thoughts.
Thanks for your patience and support.
Transports - Transports


Development Update for the upcoming version 1.13

I've uploaded the latest version onto the testing branch for testing.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

Changes:

Industry Extension
Once you have bought an industry you can build industry extensions.


Energy management
Power plants will now have a maximum energy supply capacity. You'll need to manage the energy supply. The power plants good requirement depends on the energy demand now.

Energy overview map
I've implemented an energy overview map where you can reset the energy supply for cities and industries.


Submarines
I've added the submarine vehicle type to the game. The submarine will offer sightseeing tours to the passengers. It will wait for full load at the port and start roaming around the area once it's fully loaded.


Placement helper
While building city buildings or industry extensions you'll see possible positions for the buildings now.


and more.
I'll update the default branch with more changes soon.

I recommend starting a new game to test all new features.

Feel free to share your thoughts.
Thanks for your patience and support.
Transports - Transports


- Update 1.12 -

Changes:
- support for animations created with the mod tool (visit the discord server to get your hands on it)
- you will have an option in the custom game menu to turn off train collisions
- you will have an option in the custom game menu to turn off the commodity conversion to waste
- fixed: The monthly costs of the managers were too high. Now the correct value is debited.
- fixed: Vehicle will no longer remain in the depot if the managers which have sent them get turned off.
- small performance optimization
- changes to the water rendering
- by double-clicking on a goods entry in the station, a customer of the goods can be found
- fixed: aircrafts shouldn't be blocked anymore randomly
- new tutorial
- new tasks system
- industry tags
- airports and helipads can now be combined with other airports and helipads
- GUI changes
- event system: Arson [Several building of a city will start burning. If the fire trucks are not able to reach every fire in time the building will be destroyed.], Motorcycle Gang [A Motorcycle Gang will hang around in a city. Every connected station to the city will loose its goods.], President visit [The presidential car is driving around with its escort in a city. The city will loose productivity for that period of time.], 2x Superstar (by car, by foot) [A superstar will drive or walk around in a city. The city will increase its productivity for that period of time.], fire [One building of a city will start burning.], UFO visit [An UFO is flying around in a city.], UFO-Overlord attack [The UFO Overlord will lift and drop buildings of a city.] and more
- fixed: industries shouldn't increase the relationship value without a connected station anymore
- station list
- improvements for the ai rail building
- 2 new signals
- by selecting a station you can see the station range now
- pin system for tasks
- graphs
Transports - Transports


Development Update for 1.12

I've uploaded the latest version onto the testing branch for testing.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

New: Events
Events can occur while playing:


Examples:
Youtube
Youtube
Youtube

New: Graphs
Keep better track of your companies performance with the graphs.


New: water
The new water effect adds a performance boost.


New tutorial and tasks system
I've replaced the old tutorial with a new one and added a task system. The task system allows you to complete tasks and get a reward for it.

and many more.
I'll update the default branch with all the changes soon.

Feel free to share your thoughts.
Thanks for your support.
Transports - Transports


- Update 1.101 -

Changes:
- you can select up to 5 vehicles and switch between them
- fixed: The vehicle condition had too much impact on the reliability of the vehicle, which has led to breakdowns
- fixed: stations can't lose their extension bonuses anymore
- fixed: trains remain at the platform if their destination is not reachable
- Messagebox system
Transports - Transports


- Update 1.1 -

Changes:
- GUI changes
- train collisions
- fixed: trains shouldn't leave the depot randomly anymore and crash into other trains
- support for biomes. I've implemented a desert biome to the standard theme.
- the ai will react to sabotage and other actions from the player
- a new manager for vehicle maintenance
- vehicles will need to be maintained
- ships will choose a more random path now (that should decrease the stacking)
- filter options
- managers will check the vehicles more frequently
- fixed: vehicles in the depot will now start their schedule correctly when changing the schedule order
- You will be able to hire staff for your vehicles. The staff can give passive improvements such as reduces breakdown times. (you need to start a new game)
- improved research window
- markings for building streets and tracks
- more advanced error information
- a new signal that checks the next three train track parts
- several bug fixes related to signals
- industries will now automatically increase or decrease their production capacity by building additional buildings
- fixed: a bug related to the deletion of the signal type 2
- trains will choose alternative routes more often
- hold the left shift key to level the terrain while building streets and tracks
- hold the left shift key to add streets and tracks at the ends of bridges and tunnels while building them
- The company headquarter represents the player rank now.
- You won't pay double anymore if you build over existing infrastructure.
- fixed: planes shouldn't return to the airport they are depart


Please note:
Trains will no longer choose a new route if the train is in a tunnel or on a bridge. There was a problem with reserved track sections which were no longer released when a train was on a bridge or in a tunnel.
Nov 22, 2018
Transports - Transports


Next Development Update for 1.1

I've uploaded the latest version onto the testing branch for testing.

How to get the testing branch update?
Select Transports in your Steam library and open the settings window. You'll see a Beta Tab where you can choose the "testing" entry.

New: Industry upgrades
The industries will grow over time and increase their production capacity if the goods are well transported away at the connected stations.

Youtube

New: Staff
You can hire staff for your vehicles now.


You can replace the staff with applicants that can give your vehicle an advantage.


Fixed: Several bugs related to trains and signals
Train track parts should now be reserved for the trains correctly when crossing a signal. Trains shouldn't block signals anymore without being on the corresponding rails.

New:
- Hold the left shift key to level the terrain while building streets and tracks.
- Hold the left shift key to add streets and tracks at the ends of bridges and tunnels while building them.
- The company headquarter represents the player rank now.
- You won't pay double anymore if you build over existing infrastructure.
- I've added a new signal that checks to next three train track parts on the path of a train.
- Trains can choose alternative paths now and try to avoid other trains.
- Several GUI improvements.

Feel free to share your thoughts.
Thanks for your support.
...

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