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Mashinky News

Removed MODs violating rules

Dear respected community,


Today I have rather some bad news.

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.

Best regards,
Jan



Road vehicles released!

Hello respected community!


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.


Road vehicles

https://youtu.be/DXgp0AHkKaI
  • 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 ;)

Best,
Jan

Road vehicles announcement + Stamps released

Hello respected community!


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 :)


https://youtu.be/gg-kmTiDixo

To make it easier for you to wait (and give us time to finish and balance everything), today I've released support for Stamps!

Stamps
  • The feature allows you to create stamps or blueprints and easily use these anywhere on your map.
  • You may also easily share them via text or steam workshop so you can inspire tons of people by your creativity or get latest ideas from community.
  • This way you will soon have perfect deck of junctions and station designs so you could build up your transport imperium even faster!


I am eager to see your junction designs!

... and now let's get back to work on Vehicles!

Best,
Jan

4 new languages included!



Hello respected community!


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...

Best,
Jan

UI Scale, Start from any era, Hi-res icons...



Hello respected community!


There is a new update online, so I would like to share some details with you.

There is for example UI Scale feature requested by the community (especially usefull on 4k), which forced me to re-do all icons and UI graphics in general, so I was doing kind of HD-Remaster to the game that has not been released yet :).

Also several players asked me to add some possibility to do restoration of their precious old or unique vehicles in the game, so now you may use auto replace tool for doing this (we will probably re-balance currently-fixed restoration price in one of next updates).

Main changes are:
  • UI Scaling (You may choose the user interface size, especially handy for 4k monitors)
  • Hi-res Icons (Reworked 400 icons)
  • Start in any era (once unlocked by playing)
  • 7 new Trees
  • Restoration of old vehicles


There are also several small improvements and tons of fixes as always :)


Detailed changelog:


UI Scale
  • New UI Scale feature
  • New 385 icons, 500+ letters
  • Added Tons of missing letters (aprox +200)
  • Automatically scale up icons that are in an old resolution (due to mods)
  • Modified icons of track modified to make them more distinguish
  • Added automatic restriction to UI Scale according to resolution / window size

Start new game from any era
  • Added possibility to start map in another era!
  • Added autodetection of max start era unlocked (you have to progress naturally to unlock more eras to start from)
  • 074 Bangle cost balanced to support start in later eras
  • Added script function GetStartEra

Other
  • Restoration possibility (autoreplace by the same vehicle, even for unique ones. Fixed cost atm)
  • 7 new trees (+removed Acacia)

Fixes
  • Fixed Town growing
  • Added image to YouWing oil quest
  • Automatic immediate reload of UI when language changed
  • Fixed Crash when stop window too narrow
  • Lowered farm fields size
  • Some fixes for 512_h_paths map
  • Fixed cursor position vs tool icon position
  • Fixed some script minor issues
  • Fixed visual glitch when using unknown cargo
  • Fixed position of number showing distance between automatic signal placemnt
  • Reload config runtime does not cause background main menu image to stretch
  • Dragging locomotive in depot window active area
  • Acccumulation of multiple "Train cannot find compatible track" message
  • Fixed building rules where only token is produced (no inputs)
  • Produced tokens agregated not per station nearby, but per token type (no more 0 tokens pruduct marker above the building)
  • Fixed Issues with the new trees trunk mapping
  • Fixed Device Reset when using assimp
  • Fixed Rendered texture alignments (except texts)
  • Fixed Consistency of leaves fade out on close model and far baked one
  • Modified Small raycasting optimization
  • Fixed Lodbaker supports also 32bits indices
  • Fixed Auto detection of max UI Scale minor bug
  • Fixed Crash when moded rail parts missing signal positions
  • Fixed UI Icons white outlines issue
  • Church quest do not build new town when any other existing
  • Fixed Tooltip for Start Era option
  • Fixed Changing Start Era cause change of difficulty selection
  • Fixed Spawning of posts and towns when save/load custom map
  • Fixed Era limitations (when start from specific era)
  • Fixed Spawning posts and shops in town on custom maps
  • Fixed Glassworks script
  • Fixed Longer script


Hope you will like it ;) Have a nice weekend and thanks again for keeping me updated on some of your ideas and wishes!

Best,
Jan