"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
Bridge signals!
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
Automatic signal placement
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
Fixes and optimization
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
4th era!
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
Train easy duplication
Hello respected community!
just a small heads-up for today. I just wanted to share one of new features prepared for you together with 4th era update:
Duplication of trains!
(either stopped in a depot, or moving outside).
https://youtu.be/MUt3qg9C3qE
It shows you the overall cost and sum of all wagons. When you have enough tokens, you can duplicate any train (and its routelist) by a simple click ;) Finally...
Stay tuned, I will share some more info soon.
Best,
Jan
The date is finally set for the 4th era
Hello respected community!
We are finishing 4th era so let's set the date!
also you can see new industry building on this picture :)
4th era will be available October 6!
What I am very excited about is that aside to ordinary set of beatifully crafted new fast diesel engines and wagons for 2 new cargo types, this time, together with a buch of new challenging and original quests, we are also finishing some unique engines as a special quest reward!
There are also some new features like switchable cameras also for buildings (similar to vehicles onboard cameras). There are 170+ carefully placed what I call vista points :)
I am so looking forward to let you in, guys, we just need to catch several last bugs and abrade some rough edges ;)
Best,
Jan
4th Era is shaping up
Hello respected community!
4th era is shaping up so I can start sharing some of informations!
It seems that this update will be the biggest one for Mashinky. The reason is that in this update, there will be not only 4th era added (including several new diesel locomotives, wagons for two new cargo types and new industry buildings and industry chain), but we are polishing also some new and very interesting quests for you and also some new or updated quests for earlier eras with very unique and exciting rewards!
Once we finish these, I will share with you even more informations or screenshots.
For today, I will give you some small sneak peek from one of new industry type, which will become even more strategic in next years:
Stay tuned for more info and release date ;)
Best,
Jan
Fixes, Mod and Script improvements for upcoming era
Hello respected community!
We are focused on making new content, but you've reported some more issues and also we needed to improve script possibilities and fix some mod support issues to continue preparations of next era.
So today, there are not much to say without spoiling future possibilities.
Build main changes
Fixed few reported issues, like ghost trains (when set Ignore signals for train that is waiting in a depot), crash in pathfinding when too far signals from each other, some Mod support related issues.
Improved mod support in general. In the new version it will be possible to overwrite
only specific attribute, no need to override whole object.
Added many new script functions, related to multiloco feature, maximum speed
reached etc, so stay tuned for next era new quest types!
I hope I will be soon sharing some screenshots from our work in progress new content. Meantime, thanks for all your support and bug reporting, it helps a lot!
Enjoy the summer and all the best,
Jan
Bugfixing and minor improvements
Hello respected community!
We are working on 4th era, but I could not resist to create a new build with many fixes and some minor improvements, like polished tree rendering and better transition in a distance as well as station / depot / building names without automatically generated town name suffix.
Changelist
You have an option to finally get rid of automatic town name suffix in stations name
There is a new backlight and fake radiosity
Building upgrades can be placed also in editor
New iteration of localized texts
Bridge and tunnels window improvements
On screen Quest and news captions have visible Pin buttons
Fixed corrupted saves when too long names used
Fixed editor map weird resetting
Fixed tooltip when open depot
Fixed some localizations issues regarding to train weights or track limits
Fixed freeze when only "unload" remains in route-list
Fixed ignore signals
Fixed train names in train list
Fixed updating of distant signals in some cases
Due to some of these fixes delay, I failed to push build before the weekend, so you have at least Sunday to give it a try ;)