Mashinky cover
Mashinky screenshot
Genre: Simulator, Strategy, Indie

Mashinky

Improved shaders, sea reflections, fixes and more..

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

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 ;)

Best,
Jan