May 25, 2017
Locomancer - Selkcip
This is a minor patch/full release of the experimental update I released last week. I ended up adding a tiny panel with limited controls that can be summoned by pressing the menu button while riding a rideable. This panel allows you to change your rotation and ride scale while riding with a single controller.

Combined change list:
  • Room can now be rotated freely 360* using the room rotate dial on the toolbox or by holding both grip buttons and rotating controllers together

  • Added control panel that can be summoned while riding

  • Improved crossing semaphore behavior when saved in the down position

  • Updated the rotary dumper

  • Updated the turntable

  • Fixed copies of flaming locos catching on fire when on rails

  • Made it easier for some cars to enter the tunnels in the tunnel table (some still won't fit because they're just too big)

  • Fixed issues related to custom models

  • Re-added corgi
May 25, 2017
Locomancer - Selkcip
This is a minor patch/full release of the experimental update I released last week. I ended up adding a tiny panel with limited controls that can be summoned by pressing the menu button while riding a rideable. This panel allows you to change your rotation and ride scale while riding with a single controller.

Combined change list:
  • Room can now be rotated freely 360* using the room rotate dial on the toolbox or by holding both grip buttons and rotating controllers together

  • Added control panel that can be summoned while riding

  • Improved crossing semaphore behavior when saved in the down position

  • Updated the rotary dumper

  • Updated the turntable

  • Fixed copies of flaming locos catching on fire when on rails

  • Made it easier for some cars to enter the tunnels in the tunnel table (some still won't fit because they're just too big)

  • Fixed issues related to custom models

  • Re-added corgi
Locomancer - 🚂Selkcip🚃
I got a request from a user for the ability to rotate the room arbitrarily to better fit their play space.

You can rotate the room by holding both grip buttons and rotating the controllers around each other (instead of moving them closer or further apart).

Before now when entering a rideable you would be rotated to match it. Now you'll continue facing in the same direction. You can rotate the playspace the same way as in build mode.

However, if you're playing with one controller you won't be able to rotate while riding. I'm not sure how big of an issue this is, but to be on the safe side I've only pushed this to the experimental branch for now.

Change list:
  • Room can now be rotated freely 360* using the room rotate dial on the toolbox or by holding both grip buttons and rotating controllers together

  • Improved crossing semaphore behavior when saved in the down position

  • Updated the rotary dumper

  • Updated the turntable

  • Fixed copies of flaming locos catching on fire when on rails

  • Made it easier for some cars to enter the tunnels in the tunnel table (some still won't fit because they're just too big)
Locomancer - Selkcip
I got a request from a user for the ability to rotate the room arbitrarily to better fit their play space.

You can rotate the room by holding both grip buttons and rotating the controllers around each other (instead of moving them closer or further apart).

Before now when entering a rideable you would be rotated to match it. Now you'll continue facing in the same direction. You can rotate the playspace the same way as in build mode.

However, if you're playing with one controller you won't be able to rotate while riding. I'm not sure how big of an issue this is, but to be on the safe side I've only pushed this to the experimental branch for now.

Change list:
  • Room can now be rotated freely 360* using the room rotate dial on the toolbox or by holding both grip buttons and rotating controllers together

  • Improved crossing semaphore behavior when saved in the down position

  • Updated the rotary dumper

  • Updated the turntable

  • Fixed copies of flaming locos catching on fire when on rails

  • Made it easier for some cars to enter the tunnels in the tunnel table (some still won't fit because they're just too big)
May 5, 2017
Locomancer - 🚂Selkcip🚃


The airbrush tool has been unwieldy and finicky for a long time now. It was awkward to hold and adjust the paint settings at the same time and painting some objects was hit or miss.

This update improves the airbrush in a number of ways. First, it now has a floating base so that you can let go of it without it falling to the ground. Second, the new base is larger which means there is more room for the adjustment inputs, so instead of the tiny knobs on the old one, you now have large levers and dials.

I've also improved the surface detection so that you're more likely to paint the section you intended. Finally, I added a mount for the airbrush to the side of the toolbox so that it is always within reach, you can unmount it by grabbing the handles or the body of the compressor and remount it by moving it close to the mount.

I also made some performance/usability changes.

The list of saved layouts can now be scrolled if you fill up the first page of saves. A slide will appear below them that works the same as in the inventory drawers.

Hints will now go away if you ignore them for 2 minutes. They will reappear each time you start the game until you either hide them (button inside the toolbox lid) or go through all of them.

There was potential for performance issues with the city streetlights so I turned their lights off by default. They can be toggled on and off by pointing and tapping the top of the light.



Finally, I added a placeable crossing semaphore that lowers and raises when railcars path through its triggers. The triggers can by moved independently of the semaphore allowing you to extend the trigger range. They can also be snapped by clicking the touchpad while holding one. There are still some issues with them, one being if you save a layout with a railcar in the middle of a semaphore and the car crosses a trigger, the semaphore will get stuck.

List of changes:
  • Added initial Linux support (not official until I work out all the issues)

  • Fixed the save camera always rendering

  • Made save list scrollable

  • Remodeled the airbrush and improved its interface

  • Fixed painting some surfaces being almost impossible (city building walls)

  • Fixed manually ejecting from loco not turning off ride smoothing for that loco

  • Auto disable hints after being ignored for two minutes

  • Fixed bug where hand wiggle animation could cause fingers to bend too far forwards of backwards

  • Fixed extinguisher foam stuttering

  • Made streetlight lights toggleable

  • Fixed missing collider on large diesel loco causeing it to freak out

  • Added dynamic crossing semaphore

  • Fixed not being able to slam the car horn with the palm of you hand (previosuly had to be poked)
May 5, 2017
Locomancer - Selkcip


The airbrush tool has been unwieldy and finicky for a long time now. It was awkward to hold and adjust the paint settings at the same time and painting some objects was hit or miss.

This update improves the airbrush in a number of ways. First, it now has a floating base so that you can let go of it without it falling to the ground. Second, the new base is larger which means there is more room for the adjustment inputs, so instead of the tiny knobs on the old one, you now have large levers and dials.

I've also improved the surface detection so that you're more likely to paint the section you intended. Finally, I added a mount for the airbrush to the side of the toolbox so that it is always within reach, you can unmount it by grabbing the handles or the body of the compressor and remount it by moving it close to the mount.

I also made some performance/usability changes.

The list of saved layouts can now be scrolled if you fill up the first page of saves. A slide will appear below them that works the same as in the inventory drawers.

Hints will now go away if you ignore them for 2 minutes. They will reappear each time you start the game until you either hide them (button inside the toolbox lid) or go through all of them.

There was potential for performance issues with the city streetlights so I turned their lights off by default. They can be toggled on and off by pointing and tapping the top of the light.



Finally, I added a placeable crossing semaphore that lowers and raises when railcars path through its triggers. The triggers can by moved independently of the semaphore allowing you to extend the trigger range. They can also be snapped by clicking the touchpad while holding one. There are still some issues with them, one being if you save a layout with a railcar in the middle of a semaphore and the car crosses a trigger, the semaphore will get stuck.

List of changes:
  • Added initial Linux support (not official until I work out all the issues)

  • Fixed the save camera always rendering

  • Made save list scrollable

  • Remodeled the airbrush and improved its interface

  • Fixed painting some surfaces being almost impossible (city building walls)

  • Fixed manually ejecting from loco not turning off ride smoothing for that loco

  • Auto disable hints after being ignored for two minutes

  • Fixed bug where hand wiggle animation could cause fingers to bend too far forwards of backwards

  • Fixed extinguisher foam stuttering

  • Made streetlight lights toggleable

  • Fixed missing collider on large diesel loco causeing it to freak out

  • Added dynamic crossing semaphore

  • Fixed not being able to slam the car horn with the palm of you hand (previosuly had to be poked)
Apr 9, 2017
Locomancer - Selkcip
https://www.youtube.com/watch?v=1Lk_7IfGFAs
I just released a new content update that adds a bunch of new city scenery pieces as well as new slot car roads and a slot car sedan.

This is probably the largest content update to date.

An important detail is that because scenery is designed to rotate around the center of grid cells as opposed to the edges (like track), scenery doesn't line up with the ends of track pieces.

I also made it easier to enter and exit rideables. Now when you point the teleport beam at a rideable, you'll teleport in where you are pointing. You can also teleport between rideables, for example from a station onto a train.

Changes are as follows:
  • Railcars now trigger switches when going over them (based on coupled loco switch direction)

  • Added elevated rail platforms

  • Added multiple city buildings

  • Added roads

  • Added slot car sedan

  • Added sidewalks

  • Made it so that track and roads can snap over each other (allows for street rails)

  • Added placeable trash can

  • Added placeable fire hydrant (twist the bolt on the top to turn on/off)

  • Added placeable traffic light (point at and click trackpad to change color)

  • Added placeable street light

  • Added rideable city station blocks (single and double sided, can also be placed next to roads)

  • Added example city layout

  • Improved load time

  • Improved teleporting into and between rideables (you can now teleport from one car to another or from a station onto a train)

  • Added support for loading saves as the starting scene (place your own in the steamapps\common\Locomancer\saves\start folder)

  • Fixed BART car doors not opening on the correct side

  • Fixed bug where clicking the touchpad while grabbing the toolbox would trigger the extinguisher and camera
Apr 9, 2017
Locomancer - Selkcip
https://www.youtube.com/watch?v=1Lk_7IfGFAs
I just released a new content update that adds a bunch of new city scenery pieces as well as new slot car roads and a slot car sedan.

This is probably the largest content update to date.

An important detail is that because scenery is designed to rotate around the center of grid cells as opposed to the edges (like track), scenery doesn't line up with the ends of track pieces.

I also made it easier to enter and exit rideables. Now when you point the teleport beam at a rideable, you'll teleport in where you are pointing. You can also teleport between rideables, for example from a station onto a train.

Changes are as follows:
  • Railcars now trigger switches when going over them (based on coupled loco switch direction)

  • Added elevated rail platforms

  • Added multiple city buildings

  • Added roads

  • Added slot car sedan

  • Added sidewalks

  • Made it so that track and roads can snap over each other (allows for street rails)

  • Added placeable trash can

  • Added placeable fire hydrant (twist the bolt on the top to turn on/off)

  • Added placeable traffic light (point at and click trackpad to change color)

  • Added placeable street light

  • Added rideable city station blocks (single and double sided, can also be placed next to roads)

  • Added example city layout

  • Improved load time

  • Improved teleporting into and between rideables (you can now teleport from one car to another or from a station onto a train)

  • Added support for loading saves as the starting scene (place your own in the steamapps\common\Locomancer\saves\start folder)

  • Fixed BART car doors not opening on the correct side

  • Fixed bug where clicking the touchpad while grabbing the toolbox would trigger the extinguisher and camera
Mar 21, 2017
Locomancer - Selkcip
I just pushed a small patch to the default branch that makes the speed/smoothing changes standard. I also updated the demo with these changes.
Mar 21, 2017
Locomancer - Selkcip
I just pushed a small patch to the default branch that makes the speed/smoothing changes standard. I also updated the demo with these changes.
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