This is likely the most highly-requested update that the Rolling Line community has been asking for! The (almost 3 years old) QuickMod system is finally getting the overhaul it deserves.
Just like how the prop modding system is all handled in-game using menus (and a live preview model), this new modding system gives the same treatment to train modding.
PLEASE NOTE: This is only part-1 of the new modding system, and currently only includes the basic features for making wagons. Locomotive controls and cab customization (and much more) will be coming in future updates!
This means you can now create your own train mods in-game! You still need to create your 3D models & texture assets in external software, but once your assets are ready you can do everything else using in-game menus.
Making train mods no longer requires messing around with text files and having to re-load your mods over and over again to see changes.
The new modding system has an in-game preview model, which updates in real-time to show what your mod looks like! (and the positioning of wheels, couplers, etc.)
Since all these new tools are in-game, making train mods is now far easier to understand. I've written a full step-by-step guide on how to create a basic mod using the new system, and how to make use of all the various new features this system uses:
Some new features included in this new modding system are:
Animations
You can now make full use of animations (using .FBX model files) in your mods! If you use an animated mesh as a wheel block it will match the speed of the train, which is prefect for animated wheels:
Plus you can also use an animated mesh for the train's body, which can be used for all kinds of things (more options, like being able to toggle animations, will be coming in future updates):
Presets
Something which will make modding far easier is the new feature of "presets". You can now choose to use any of the wheel blocks and couplers from the official in-game trains and include them in your mod. This means you don't even need to supply wheel or coupler models if you instead just want to use a default wheel block.
Decimal wagon lengths
Something QuickMod modders will be very familiar with is the annoying limitations of the old "wagon length" system (which was very frustrating).
Well good news! this new system allows for complete freedom with length values, wheel positions, and even simple model offsets.
This means you can set the wheel positions to any decimal value easily, without any extra tweaking. Mods can now handle incredibly small sizes too! (no more buggy tiny mods)
For example, the tiny mod shown below works perfectly fine in the new modding system:
You can also use options like "model offset" and "flip model" to move/rotate models easily without needing to edit the actual 3D asset.
Easy coupler editing
Another thing that QuickMod modders will love to hear is that setting up couplers is now incredibly easy!
If you are using a preset, then coupler lengths are 100% handled for you, so you don't even need to think about it. But if you are supplying your own 3D models then there is now an in-game visual guide to help setup couplers correctly:
(the green circle shows you where the "couple point" is)
Couplers can also be any length you like, either super-long or super-small will still work just fine!
in-game help info
A nice quality-of-life feature for this new mod system is these "help" buttons you can find when looking through the various options.
Simply click on these to get a short description of what the setting does and how to use it.
New example mods
Just like with the prop modding system, there are now some example mods (made using the new modding system) which you can find in the folder: "Rolling Line/Modding/Templates/Train mod examples"
These files include model and texture files for a range of different uses, including examples of animations and advanced features of the modding system.
Other features and fixes
This update changes a ton of stuff behind the scenes, and also includes a few new features:
Hovering over an item in a thumbnail grid (like workshop maps, mod list, etc) will create a popup tool-tip showing its full name.
The custom livery texture list now shows filenames, so you can use the search function to filter by filename.
Deleting a livery now has an "are you sure? yes/no" popup.
Fixed bug where wagons couplers would not detach when the wagon it was coupled with has derailed.
Interaction with the preview model (for wagons and props) is disabled when capturing a thumbnail. This means you can hover over the preview and click without cloning it.
The livery templates folder has been moved into its own sub-folder, alongside prop templates and wagon templates.
On the Workshop
You can find a whole new bunch of "Train Mod" categories on the Steam Workshop now, and these will include both QuickMods as well as mods made using the new system.
If you want to browse a list of only mods made using the new system, click on the new "Train Mods" tag:
Regardless of whether a train mod is made using the old QuickMod system, or the new system, it will still show up in the same mod spawner drawer in-game.
So when you are downloading mods off the workshop you don't need to worry about which system it was made from! You can use them in the exact same way regardless.
A note about QuickMods
Even though this new modding system is being made, old QuickMods will still work perfectly fine. You can even continue to make QuickMods the old way if you choose to, and any QuickMods you've already made will continue to be supported.
...And the future!
Remember, this is just part-1 of the new train modding system! There is still much more to come, including custom cab controls, custom audio, lights, steam smoke effects, etc...
This is a massive job, so I'll be releasing these features in stages. The next part of the modding system on the way will allow you to make drivable locomotives with basic features like preset cabs and controls. Keep an eye out for that!
But in the meantime, I hope you all enjoy the new modding system! This is something both I and the community have been excited about for years, so it's great to finally bring this plan into action.
Modding is a key part of what makes Rolling Line what it is today, and it's this amazing community of skilled and creative people that makes this possible!
During the Maintenance process, there was an issue that needed an additional check and maintenance has been extended.
■ Maintenance Schedule ASIA (UTC +8): Tuesday, November 30, 2021, 1:00 am~ 9:30 am INDIA (UTC +6): Tuesday, November 29, 2021, 11:00 am~ November 30th 7:30 am MENA (UTC +3): Monday, November 29, 2021, 08:00 pm~ November 30th 4:30 am EU (UTC +2): Monday, November 29, 2021, 7:00 pm~ November 30th, 3:30 am SA (UTC -3): Monday, November 29, 2021, 2:00 pm~ 10:30 pm NA (UTC -4): Monday, November 29, 2021, 1:00 pm~ 9:30 pm
■ Maintenance Target - ASIA / INDIA/ MENA/ EU / SA / NA
We sincerely apologize for the inconvenience and we will do our best to provide more stable service.
Sounds: -Added meat, bones crack, and various other punishing sounds effects for when you deal bullet damage to opponents in pvp. Shooting at players is now more fun and addicting.
Bugs -Fixed bug where it doesn't knock back in the correct direction when egg punching an opponent. Now egg punch will knock enemies towards the direction of punch.
Dead Inside Games Intro Welcome to Dead Inside games we are currently a team of 4 developing a rogue like/space game.
As of writing we are currently in the prototyping phase/brainstorming
We are using the Unity engine to develop, Blender for models/assests, Photoshop for logos.
I will aim to post weekly Dev blogs on this community page as the store page is not up yet and is currently a TBA.
If you have any questions about the game or anything else feel free to ask by replying or Our business email: diggamesstudio@gmail.com
You can also DM us on steam - MaxBossMan1 - Project Manager - obama-toe-sucker - Creative Director - Lazaga - Art/Assets Lead Designer - a happy apple - Lead Dev
- New game War added: With Life and Death and Peace variants - New game Jass added: The most popular card game in Switzerland with different variants - Option added: Ascending or descending order of cards - Fullscreen Mode adaption improved: for Windows 10+11 monitor scaling 125% or higher - English localization and grammar fixes - Text and window overlap issues - Other fixes - Toggle FPS by typing "FPS", and Wireframe by "WIREX"
- Various UI Improvements and QoL features - Bug Fixes regarding some boss battles interactions - Added sound effects to some in-game events - Fixed some issues of the auto-save feature of game points - Now the perk dropped from the enemies should not fall in the "digital sea"
First of all, thanks so much to all of you who picked up The Last Stand: Aftermath after we launched a couple of weeks ago. We really appreciate it and wouldn't have been able to make this game without your support.
If you didn't already hear, nominations for the Steam Awards close on December 1, and we'd be really grateful if you nominated Aftermath for Best Game You Suck At! (Yes, that's the actual name for the category.)
We inserted a greater selection of languages from what is selected in the operating system, they are: - Danish - Finnish - Dutch - Romanian - German - French - Norwegian - Swedish - Polish - Italian
Being naughty or nice won’t matter as we will find out what Santa has brought us this season. It’s time to earn the gifts that you have ever wanted with these cool events!
Event Schedules
Operation Santa Claus
It is time to unlock Santa’s presents! Collect Winter Gift Box from event dungeons to receive surprizing item rewards!
Dungeon Entry Info
Defeat the Super Huge Gift Box and obtain a 2021 Winter Gift Box for every event dungeon run!
2021 Winter Gift Box
Earn Santa Hat and Santa’s Mustache for Makeup craft materials to exchange it with amazing items!
Santa Hat Category
Santa’s Mustache for Makeup
Winter Respawn
Receive additional 2021 Winter Gift Boxes by defeating the Super Huge Gift Box that randomly appears in target event dungeons!
The Super Huge Gift Box will respawn by chance in event dungeons. It requires level 30 characters to activate the monster spawn.
Winter Buff
Get pawsome buffs from Christmas Long Cat in Planar Gate that last for 5 hours everyday during the event period!