Mashinky - jan.zeleny
Hello respected community!



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 Aging
- 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

Bug management
- 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! :)

Best regards,
Jan
Mashinky - jan.zeleny
Hello respected community!

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)

Stay tuned for more news soon!

Best,
Jan
Mashinky - jan.zeleny
Hello respected community!



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:

  • Maps
  • Engines
  • Wagons
  • Buildings
  • Cargo types
  • Tokens
  • Scripts (wip, only overloading old quests for now)
  • Terrain types
  • Vegetation
  • Sounds
  • Music
  • Gui icons
  • Languages
  • Player colors
  • ..and some more

Now with the Steam workshop support, I am looking forward to see what you guys can create!

You can see what it there by visiting this link
https://steamcommunity.com/workshop/browse/?appid=598960
or directly in game (in both cases, ensure you are logged in and own the game).

To help you start with modding, I've introduced also several smart templates showing how to create new mods. More templates will come.

Hope you will like this update!

Best,
Jan
Mashinky - jan.zeleny
Hello respected community!



The new update is a bit bigger and introduce a lot of new functionality and code changes, so I am still very suspicious about releasing it as a public default version.

On the other hand, I would like to let you try it while it is a holiday time, so I've decided to release it on experimental branch today and if you experience any issue, please report it to info@mashinky.com. This option to let you play while still working on the update is the beauty of Early Access, right? :)

You can switch to Experimental in steam client - properties - beta versions - Experimental.

and now lets talk about news:

  • Steam Workshop (first iteration)
  • x64 build (downloads automatically according to your OS)
  • New terrain type
  • Silvester mod :)
  • Tons of other smaller improvements and fixes

...and happy new year to everyone! 🥂🍾

... as I promised, here you can see full changelog:

  • Added: x64 Support!
  • Added: x64 build batches, depots, setup, UI visualization
  • Added: Plant Acacia
  • Added: Improved generator of template mod xml
  • Added: Possibility to mod scenarios
  • Added: Possibility to mod colors (light, fog, grass, etc. - per season)
  • Added: Possibility to mod landscape params (fog density, snow height - per season)
  • Added: Backward compatibility for loading old format colors
  • Added: New steam workshop templates
  • Added: Support for more terrain types (modable)
  • Added: VFS now supports GetAllFiles with masks (like "scenarios/*.mss")
  • Added: New terrain brush - Contour Cut (used for wild west terrain type)
  • Added: Freq param to terrain brush Perlin noise, new alg.
  • Added: Possibility to disable mod
  • Added: Controls for water colors also in content window
  • Added: Runtime changing of landscape type in editor
  • Added: Particles 2 colors interpolation
  • Added: New landscape type colors
  • Added: Grass and Rock model defined by landscape type (and can be switched runtime)
  • Added: It is possible to disable also local not-submited mod
  • Added: Automatic assignment of Steam workshop mod tags according to mod content
  • Added: Case insensitivness of xml tags
  • Added: Particles direction jitter
  • Added: Particles multiple birth
  • Added: Particles birth delay
  • Added: Silvester mod

  • Modified: track cost
  • Modified: Checkboxes grayed out when disabled
  • Modified: Extentions window improved
  • Modified: Steam workshop integration, uploading logs, steam overlay integrated
  • Modified: Moved scenarios to media folder
  • Modified: Renamed vagon_types to wagon_types (including inside tags)
  • Modified: Refactored reloading of mods runtime
  • Modified: Changed all landscape type xml definitions params to just "params"
  • Modified: ZIP mods not visible in mod window

  • Fixed: Crash after loading some 512 map
  • Fixed: Chain signal shows green when dead end ahead
  • Fixed: Buildings rules summaries
  • Fixed: Rock mask noised before first terrain edit
  • Fixed: Crash when start new map and buy engine
  • Fixed: Reseting map when load game from another game (endless loading)
  • Fixed: Missing Texts
  • Fixed: Crash when clicking on reward button in Log Processing quest
  • Fixed: Skip waypoint when waiting for full load
  • Fixed: Input box focus visualization
  • Fixed: Crash when wagon has no power nor capacity
  • Fixed: Buttons and Checkboxes works better together with window tabs
  • Fixed: Script GetNumTracks counts fixed when removing track pieces
  • Fixed: Async loading when using plant falling leafes feature
  • Fixed: Reset terrain textures when device lost
  • Fixed: Build batches
  • Fixed: First use of terrain filter did nothing

Jan
Mashinky - jan.zeleny
Hello respected community!



First of all I want to thank you so much for your support this year and wish you a beautiful Christmas and a peaceful holiday!

December was not an easy month for me, I've spent some time in a hospital and slowly recovering from neuroboreliosis with frequent headaches, so I'm in a slip with the Christmas update, but hope it is all over and I am back with the full speed now!

... and I am sure the upcoming update will be worth it ;)

Soon I will announce all the details!

Jan

Mashinky - jan.zeleny
Hello respected community!



We are already working on 5th era, but it will take some time, so meantime here you have rather visual update, but also fixes for several bugs.

Main updates:
  • Sea reflections
  • Shadows improvements
  • "Turn around" button force train to stop, turn around and continue
  • Town size and number of depot / station / building upgrades visible in map icon
  • Fixed Green signal issue when upgrading track
  • Fixed Building tunel "under sea level" issue
  • Fixed Upgrading / Removing parallel track under the bridge

Complete changelog:

Added
  • Shadow blur pass (bilateral filtering via depth difference)
  • Sea reflection (bridges, tracks, buildings, trees, vehicles)
  • Optimized: Sea Reflection (portal reflecting frustum culling)
  • "Turn around" button in train window force train to stop, turn around and start again
  • Showing town population and number of building / depot / station upgrades directly in map icons
  • First version of sea reflections optimization (per tile sea level/portal reflected frustum culling) (WIP)

Modified
  • Upgrade tab icon
  • Icons for upgrade and industry changed in tool bar and main menu
  • Snow brightness is more subtle

Fixed
  • Path-finding Issue
  • Wrong Green signal (potential train accidents when modifing track)
  • Trees Shadow in winter (without fallen leaves)
  • Postponed quests fixed (it happend that they never come back)
  • Tool bar state reset after load (cinstruction mode, game speed)
  • Endless loop when loading save file ingame
  • Valley bottoms raised to allow tunnel under
  • Loading specific savefile
  • Upgrading / removing parallel track under the bridge
  • Bridge half pylons issue
  • Sea shadow noise
  • Sea reflections text in setup window

Removed
  • Storage full message (until proper msg setup window implemented)

Thats all I can share for now, but we have more currently work in progress ;)

Have a nice day!
Jan
Oct 29, 2018
Mashinky - jan.zeleny
Hello respected community!



I have a good news for you: From now, you can build signals on bridges! It works including everything like block signals, chain signals, one way signals, automatic signals placement and also under the bridges or building bridge over existing signals.

I've also reimplemented raycasting for this feature, so there is also some improvement for track removal tool and track upgrade tool (cursor snap distance and you can use it on high bridges now).
https://youtu.be/npmC4OfooRQ

There are also many fixes, some of them quite crucial for those of you, who happen to have corrupted save file.

Full change log here:
  • Added: Bridge signals
  • Modified: Ruined church model
  • Modified: New texts version
  • Modified: New scripts iteration
  • Modified: Enabled Turn around on the end of platform
  • Modified: New grass colors, New grass/snow/rock mask texture
  • Modified: New raycasting used for removing track, upgrading track, placing signals
  • Optimized: Loading saved games
  • Fixed: start with 0 money when quests turned off
  • Fixed: Invisible locomotives
  • Fixed: Signals search distance when updating their status
  • Fixed: "Adding to routelist" cancels other tools
  • Fixed: Crash after loading saved game or after town grow
  • Fixed: Removing multiple tracks with one-way signals
  • Fixed: Terrain editing restrictions around tunnels
  • Fixed: Crash when loading "Trainspotting" quest vehicles
  • Fixed: High speed track snow mask

And one huge "THANKS" to all of you guys, since Mashinky has some unbelievable 100% rating on steam! I have clearly the best community I would ever dream of!



Have a nice day!
Jan

Mashinky - jan.zeleny
Hello respected community!



Today I have a great news for you!

There were many requests for automatic signal placement with some predefined distances. Today, together with some fixes, this feature finally made it to the build!

Complete changelog:

Automatic signal placement
  • Place automatically multiple one-way block signals.
  • Number specifies the maximum length of train that can fit into each created block.

Fixes
  • Achievements captions and triggers
  • Snow level restored (winter is back)
  • Station area flickering
  • Station upgrades removing and placing again
  • Too large station check

Best,
Jan
Oct 10, 2018
Mashinky - jan.zeleny
Hello respected community!

After releasing of 4th era, several issues showed up, so we did our best to sort these out.

Aside from fixing bugs, I've managed to optimize some parts of Mashinky's game logic, so the performance on lower spec. pcs and also when the game speed is set to higher value.

Full changelist can be seen here:

Optimizations
  • There are 3 areas I've improved performance (On screen news, bit arrays used for various AI and signals alghoritms and computation of train wheels position).

Fixes
  • Sometimes old saves didn't get any of new quests
  • When cloning unavailable trains
  • Game creates SAVES directory if not exists
  • Potential fixes for rare corrupted saving bug
  • Wrong onboard camera directions when train flipped
  • Removing tool removes also high speed track stations
  • Rare crash with selecting / removing building
  • Adding upgrades to more than 256 stations used
  • Rare issue with era quests
  • Crash when removing station still present in a route list
  • Storage full message cool-down prolonged 5->15 minutes, train lost starving message prolonged 1->3 minutes
  • New localized texts version
  • Bangle model flipped
  • Bulldozer sound tuned down by ~9dB
  • Too much snow on rails and roads

Best,
Jan
Oct 6, 2018
Mashinky - jan.zeleny
Hello respected community!

4th era is out and here you can see the most important changes, as well as several screenshots and teaser video!

New Industry chain
  • 2 new cargo types: Sand and Steel.
  • New buildings: Sand quarry with 2 upgrades and Steelworks with 3 upgrades.
  • New building recipes and Factory upgrade to process steel into tokens and goods.
  • Oil refining process rebalancing including oil wells upgrade to make more oil tokens.

New Quests
  • 7+ new quests, 2 old quests improved and modified Era quest.
  • We've also finished the brand new internal script director so it is possible to add more quests easier.

New Engines and Wagons
  • Since we are in an advanced diesel age, there are new 4 fast diesel engines.
  • Also we've added 4 new unique engines as a quest reward (reskinned old types, but one is really unique & awesome). There is also one new rare quest wagon.
  • There are new sand / steel wagons but there is also new iron wagon requested by the community.

New Map
  • One biggest carefully prepared map called Island
  • Updated all maps with 4th era industry locations

New Features
  • Buildings now have onboard cameras (172 camera positions for all buildings and building upgrades so you can climb up the chimney and look around or even take
    a look inside one or two buildings).
  • Now you can easily duplicate any train either stopped inside the depot or running
    outside.
  • Vehicle's (or building's) onboad cameras now have directions and better transition between cameras itself.

Minor improvements
  • Many script functions for possibility to make quests even more interesting and novelty (already used for 4th era quests).
  • Rendering is now capable to cut holes into the ground for specific building parts (used for sand quarry).
  • Engines and wagons rebalancing.
  • Enabled new hardcore option: Fuel cost
  • Interieur and 3d wheels of Porter steam engine.
  • There is also message when you send train to a depot and it finally reaches
    the destination :)

Fixes
  • Many fixes including some pathfinding, autorouting, signals, quests, visuals, post office generating, kph/mph conversions, quest text alignment with buttons and icons.
  • Also fixed annoying Station full storage message.
  • Splash window always starts on primary monitor and fixed prefered monitor index (for cases where removed or switched monitors).
  • and much more...

    You can continue from the old save, but better to start
    new game due to additional content in previous eras!

    https://youtu.be/RoTECKzmCHU

    Best,
    Jan

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