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! :)
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:
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!
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:
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 ;)
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!
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.
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
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!