There is a new update for Mashinky! As I've announced, this update was part of 6th era update, but since there are too many new stuff, I am releasing this part alone. It helps me focus on features and polish them as much as possible.
Here is the list of major changes:
Electrification
- Brand new power management gameplay feature! Ingame tutorial included. You can also check our wiki for more info wiki/Electrification - 3 different type of electric poles (small one, tower and subsea cable node) - Industry bonuses when electrified - Special overlay, tools, drag&drop to place multiple poles at once. - Power management by fueling and upgrading power plants and decisions which industry to connect - Transformers to cut network branches off
UI
- Redesign windows with new pictograms instead of localised texts - Smart map icons, reacts on hovering above the map object, active window or even bottom right corner category icons - Smart icons filters both Producers and Consumers for cargo of selected building
Multitrack railroad crossings
- As community asked, multiple railroad crossings next to each other are driven together for better road vehicles safety
Flip wagons
- Flip engines / wagons feature! Now you can flip direction of any engine or wagon in a depot and train having driver spot on both train endings have no penalty for going on reverse! - This way you can customize your special train sets easily
Content
- 2 New bridges (one for road, one for rail) - 1 New building upgrade and upgrades visuals for foundry - Not that much content because the upcoming 6th era update will feature mainly new content ;)
Rendering
- Precomputed terrain SSAO / SSDO improving not only construction mode - Improved SSAO blur, improved CSM shadows blur - Overlays cover also buildings with color
Other or small
- Possibility to duplicate / copy vehicle route also from vehicle list - Social media shortcuts in main menu - Script function IsElectrified( building ) - Increased track max speed - Improved track geometrical smoothing according to terrain shape / bridge / tunnel improved - Fixed Stamps S-curves signal positions when rotating - Fixed asphalt road missing snow mask - Fixed proper Train/Road vehicle icons in depot or vehicle window - Fixed sea reflections - Fixed horizontal black line / Water noise line - Fixed tutorial for terrain edit - Fixed start from any previously reached era (steam stats preload) - Fixed coal mine upgrade highlight rendering - Fixed wrong cost of road bridge - Fixed right click cancelation of depot action (flip wagon, sell wagon, etc.)
Hope you will like these changes! If not, please let me know, I am still improving for example Smart icons, due to the great feedback from brave players already playing this feature for several days on the experimental branch.
6 epoch is shaping up nicely, but since there are tons of other changes, I will soon release a separate update with electrification and all improvements and once stabilized, the 6th era will follow ;)
New electrification mechanics will be added to let you electrify your current map (since the 5th era). Thanks to zour successful power distribution management, some industrial building upgrades will get a whole new meaning having the power supply.
There are also improvements for the user interface, and I've also improved the map icons, which are now more responsive (and less annoying :))
The graphical side of the game will also be nicer, especially in the construction mode, where many of you are spending most of the time.
Stay tuned, there are a lot of cool changes we are already testing!
Today, there is a new update available. This time it is rather small one, but may please some of you :)
I've been working on next era and suddenly the amount of flickering and visual noise on rail frets and electric overhead wires hit me :) So I decided to spend 2 days improving rail rendering and the result is this smaller update.
To be more specific, here you can see the list of changes:
Overhead wires redesign
Thinner wires and some shape changes.
Wires anti aliasing shader
Wires in a distance do not produce aliasing (pixels visual flickering), but instead, wires became transparent and slowly fade out with a distance
Rail frets antialiasing shader
Also rail frets are improved and visual noise in a distance (so called moire effect) has been fixed.
Rail frets specular highlights
It is rather my experiment (not based on any real world observation), but I've added specular highlights on rail frets and it looks a bit better in my opinion.
Gravel border improved
I've done several changes to make the gravel border softer (fading out normal and glossiness map, continuing with gravel more under the ground, bending vertex normals to mimic ground around it, etc.) So it could be a bit better now.
Less gravel on the ground
Also mask that determines surrounding gravel texture on the ground has been updated. Now it is a bit less intense, so there is less gravel around rails.
Rail rendering optimizations
It is a bit weird, but while having better visual quality, as a side effect, I've optimized out around 50% of rail geometry polygons. The reason is because I've removed solid geometry from overhead wires and rail frets and replace these assets by planes with special texture and shader effects. The result is less flickering, better visual quality and improved rendering speed :)
Depth of field effect on rail frets and overhead wires
I've also implemented depth of field effect on transparent objects (rail frets and overhead wires in this case). It is a bit tricky and with slightly lower quality than solid geometry DOF, but instead of bluring the result image, I am using lower mipmaps according to coc (amount of of-focus) for that pixel when rendering it.
Soft shadow filtering
Also shadow filtering has been improved by implementing better random sampling noise (more koherent and blur friendly).
Shadow quality
By selecting shadow quality, you can now affect also shadow resolution (not only update frequency as in previouse version). So now you can have double precision shadows or faster shadow rendering on low spec HW.
Thats all for this update... Hope you will like the new wonder look of our railroad network! :D
This time, it is all about road vehicles! I've choosed another 11 vehicles we need to have in the game (which makes the sum of 21 vehicles available). Those are mostly from 2nd and 3rd era and allows you to deliver more cargo types - iron ore, iron, crude oil and oil and most important - goods. There is also one new bus available. While listening to the community, I know we need food trucks as well, but since these are in later eras, we have to add them next time ;)
To support new vehicles, I've added also new road type - asphalt. It is a bit more expensive, but support higher top speed and some of new vehicles will benefit from it. The new road type also have more road signs just to support the feeling of advanced eras.
There are also small improvements and bug fixes, for example now you can release all vehicles from depot by a single click, there is finally fixed shading (applying of normal map) of animated objects, fixed texture on porter's tender and so on.
Detailed changelog:
New Crude oil truck
New 2 Oil trucks
New 2 Iron trucks
New 2 Iron ore trucks
New Wood truck
New 2 Goods trucks
Fixed all Normal maps and tangent space shader logic (shading on surfaces)
Fixed shading on animated objects
New Bus
Removed signal arrows from realistic view
New road type - asphalt
Fixed missing "Wait on signal for too long" message
Fixed vanishing of forest when placing farm nearby
Small rebalance of road vehicles
Thats all for now, we are working on 6th era so stay tuned for next update ;)
I am excited to introduce you the next upcoming update. There will be:
11 new road vehicles! These are mainly for 2nd and 3rd era, so you will be able to transport also iron ore, iron, crude oil, oil and goods, and there is also a new bus included.
new road type - asphalt - which finally allows some vehicles to reach their maximum speed.
While working on another content (several new vehicles and the next era), I want to improve the gameplay and tools as well to make your play sessions a bit more pleasant. Thats why I am introducing what I call Usability update for you.
Aside to huge optimizations (especially when running game with maximum speed), there are several new features, so let's go through them briefly:
Automatic terrain leveling while laying rails
This feature is a bit similar to what tunel tool or stamp tool are already doing: When you lay rails where the terrain is not suitable, the tool will offer you small terrain changes to satisfy needs for that track piece.
It uses only small terrain changes and only when there is no possible path available, so the challenge is still there. You can't just lay track over the mountains without thinking about terrain. At the same time, it saves a lot of time switching to terrain tools and back to rail while "trying" to find situations where it allows you to do what you want.
Thanks to this feature, I've added also new tab into setup window so you can turn off/on these features at any time while in game.
Automatic signal type
I've seen for so many times and in many youtube / twitch streams that using our signal types (block / chain, one way / two way) is not always that easy so I am still trying to make it more intuitive.
The next step I wanted to try in regards to make using of our signals easier, is to detect situations where some specific signal type (block or chain) is needed and either show some warning or even better: help the player with choosing the proper signal type directly. So there is this Automatic signal type tool available.
I know this will kind of polarize our community the same way as it polarized me and Walking Wad (who helps me with the design and scripts). Originally he was strongly against it, but since he tried it, he now supports this idea a lot as I do.
As always, you may enable / disable any time while in game.
Signal block overlay
If you decide to not use the Automatic signal type, do not worry, there is one feature that may still helps you with signals. It is another overlay, this time it shows signal blocks (under the cursor) and it also detects if this block is either occupied or if it has some issue to solve (like there is no exit or entry to that block etc.)
You can activate this overlay by selecting any of signal type and hovering over the existing track. In the future, I would like to add special window controlling all overlays easily.
Industry type overlay
Another new overlay shows industry type as well as wagon cargo type. It works with any zoom level and easily highlights what you are looking for. It also highlights specific industry type name in bottom screen edge while hovering over the building.
I will keep improving overlays but let me know any related ideas so we can make it the most useful together.
Terrain height overlay
Another overlay is focused on terrain shape. While zooming and rotating terrain, you can easily lost sense of actualy terrain shape or you may wonder in what height is the town you are laying track to etc. For making this a bit more intuitive, there is a new overlay showing terrain altitude via colorization.
You may (as all other overlays) enable / disable this directly in toolbar.
Vehicle path overlay
Another improvement I wanted to do is to show where the train wants to go. AI path finding in my game is very dynamic, not binded to any sort of fixed routes, and each vehicle decide on each junction where it should go to reach destination as soon as possible based on actual situation, signals state etc. (while also checking it can continue to the next destination easily).
This caused a lot of confusing when train picks different path than player expected, so to help us understand the vehicle's "plan", the game will now show you the actual path of selected vehicle. This works also for implicit routelists (empty routelist so the train decide according to wagon types). It is also animated and only destination stations are highlighted. It also shows the next destination path using a bit darker color.
When path cannot be found, it shows red path and the train / road vehicle automatically stops at the end of this red path.
Track or electrification ends
Last but not least is the new feature which visualize ends of rails or specific places where track electrification ends.
It helps to identify for example when you place junction, but the track end is misplaced so this junction is not connected. Originally you needed to zoom closer to find reason why train cannot find path.
Thats all main improvements, but overall list would include pile of fixed bugs - hope I haven't introduced many new ones :). Sorry for writing such a long text, but this update deserves it I guess.
Thanks a lot for supporting the game, enjoying it, spreading the word about our trains and trucks world and for helping me by bug reporting. I am so much enjoying working on this game for the best community ever!
I've removed several MODs that violated licence of other authors and games, especially awesome game Transport Fever.
These beautiful 3D assets have been used to create Mashinky mods without permission given by original authors and more over in one case the 3D asset was taken directly from Transport fever vanila game.
Since I always wanted to be 100% fair and I respect someone's work and creativity, the only response to this violation was banning all of these mods.
I apologize for inconveniences to all players who are using these mods and especially to all original authors.
Your save files should be working and I've modified the game so it will not erase missing trains, only replace with Porter and send to the depot (keeping routelist, wagons content etc.)... Hope it helps.
Thank you for understanding and hopefully our workshop will stay free of such violations.
Road vehicles are finally included in Mashinky game!
Now you are able to extend your transport imperium with road vehicles. Buy and manage busses and trucks, build road infrastructure including bridges and tunnels, deliver first severa cargo types and decide where trucks or trains are needed.
When I was releasing Mashinky to Early Access exactly 2 years ago, I gave you some promises what will be included in the game before the full release. Today we are achieving another big one I am super excited to show you and let you in.
Road vehicles are optional to use, you may keep using only trains, but since this is a serious game changer I hope you will give it a try, send us feedback and love it as I do :)
Do not expect to have vehicles for all eras in the game. There are only first several vehicles available, mostly for early 3 eras, but we will deliver more soon ;) This first pack of vehicles are focused on passenger and lightweight cargo types that fit well for road transportation. In some of next updates, I plan to add vehicles for food and goods, because here road transportation makes the best sense.
You may use existing town road network for public transportation or connect cities with your roads, while using also road bridges and tunnels.
You may take a ride in one of your road vehicles and enjoy realistic landscape from a different perspective.
There is a new physics for road vehicles, including bumps and inertia.
You may combine train stations with road stops and the inventory is shared.
Vehicles smartly occupy each road stop platform, you may lay these the same way as for train stations and design your own road stops. Do not forget to use stamps to keep your best bus stations and cargo platforms design ;)
Vehicles are able to overtake another one, when speed difference is big enough and there are free tiles ahead. It doesn't check these tiles when they are overtaking stopped vehicle.
Railroad crossings are secured by automatic barriers that will be triggered as train enters the block (so for high speed trains, placing railway signal too close to rail road crossing may cause some disasters :) I will address multiple railroad crossings in upcoming days to make it a bit more secure.
And last but not least, aside from many bugfixes, you can play one new map called Lake!
That's all for now, thansk a lot for staying with the game and your patience. I am looking forward to your feedback and hope you enjoy it ;)
I am super excited to announce, that soon the game will include also road vehicles!
October 6th
- Road vehicles (first part)
We are working hard to deliver as much vehicles on October 6th, but first update will be focused on early eras and mainly to passenger and lightweight cargo types that fit well to road transportation.
Road vehicles
You will be able to extend your transport imperium with road vehicles: buy and manage busses and trucks.
You will unlock new and more powerful vehicles as you progress through eras, but some will be released later in the early access.
You may use existing town road network for public transportation or connect cities with your roads, while using also road bridges and tunnels.
You may take a ride in one of your road vehicles and enjoy realistic landscape.
There is a new physics for road vehicles, but it will improve trains realism as well
You may combine train stations with road stops and inventory is shared.
Vehicles smartly occupy each road stop platform, you may lay these the same way as for train stations and design your own road stops.
Rail road crossings will be secured by automatic barriers that will be triggered as train enters the block (so for highspeed trains, placing railway signal too close to rail road crossing may cause some disasters :)
There is a new build available for Mashinky. This time, I've reworked pipeline for font pre-generating and I was finally able to add more languages.
We have a community-driven translation, so the new build includes also these languages, but you may still see some untranslated english words or maybe translation in not final quality, but I am super excited that these 4 languages made it to the game!
I've also focused on bugfixing and optimization of long track laying and map updating in general.
New languages:
Simplified Chinese
Japanese
Vietnamese
Turkish
New cities lists:
World
Europe
Japan
China
Vietnam
Turkey
Fixes:
Added Fields transparency on/off option
Added Different altitudes of one building generates stairs between them
Starting the game for the first time chooses proper UI Scale when
Added localized Replacement window
Added adjustable texture quality for UI (setup.xml only)
Some buttons changed to fit longer texts (eg German)
Modified visualization of depot signal
White graphical glitch when selecting visible trees in construction mode
Trains stucked in the depot after depot modifications
Train waits on red signal for too long message
UI Scale computation clamp (solved invisible UI for AMD chipsets)
Splash window items enlarged a bit to fit text in it
Reloading translated texts runtime
Translated text in automatic replacement window
Transparency of forest
Reloading translated texts runtime
Cost showed on buttons is vertical or horizontal depending on where it appears (vehicles, upgrades etc.)
Translated text in automatic replacement window
Transparency of forest
Track waypoints could be only of specific type according to vehicle type (rails for trains atm)
Reset date after loading map in editor followed by loading game
Signals on bridge placement
Modified pathfinding to search double distance
Upgrading / removing tunnel or bridge
Crash (when wrong town owner occurs)
Now I am focused on blueprints and next step could be finally some other transportation type ;) lets see...