1. Mashinky
  2. News

Mashinky News

100+ mods in Steam workshop

Hello respected community!


It is insane, but recently we've together reached more than 100 mods in Mashinky steam workshop :O This is something I would never expected, especially while still in Early Access and without any usable tutorial how to create one mod.


I feel a huge gratitude and respect to the authors, thanks a lot guys!



This is another proof of having the best community ever, full of talented people who are able to dig into our data and learn how to create almost any modification possible. So many beautiful crafted engines and wagons, awesome maps or even mods that changes the basic gameplay, adding more possibilities to station upgrades or buildings...

If anyone needs some help with mod creation, please don't hesitate to ask me. I plan to add some documentation to our wiki page one day and this may help me structure it properly and even raise the priority of creating it.

Thanks a lot! I love it and working on the game for all of you guys who like the game and support it is a great honor for me...

Best,
Jan

New update! (sorted lists, rendering improvements, optimizations, new scenario, etc)



Hello respected community!


After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.

There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.

There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!

Also all critical issues should be fixed now ;)

Thanks a lot for all your feedback and support! It helped me a LOT!


Full changelog is here:


Improvements
  • Added New "512 Path" Scenario
  • Added Sortable lists of buildings, vehicles, stations, etc.
  • Kumulative messages (automatically switch to kumulative message instead of enumerating every instance)
  • Added cycling goto feature for kumulative messages when clicking on them
  • Added possibility to start / stop all vehicles at once
  • Showing red numbers in assets window when station storage full
  • Added filtering in replacement list only existing loco/wagon types in game
  • Added depot button for electrification (like using track upgrade tool manually)
  • Modified Number and size and the shape of fields
  • Modified Scripts and Texts
  • Modified Power plants ballancing


Fixes
  • Smoke and sound of train waiting on signal
  • Train stucked on a platform (when clear routelist and turn around)
  • Red signal when removing track piece between two blocks where one is occupied
  • Better streaming of terrain (fixed also issue with 10s lag when switch to construction mode)
  • Waypoints
  • Goto buttons in buildings list
  • Issue with stucked train leaving the depot
  • Blue track overlay wrongly applied to trees and fields
  • Frustum culling of plants (sometimes invisible when close to screen border)
  • Frustum culling of vehicles (sometimes invisible cemara onboard)
  • Max weight when going on reverse
  • Landscape type names (was "showing unknown" text instead)
  • Asynchronous access crash and buidling list flickering
  • Track version statistics (used by some script functions)
  • Food shop name
  • Buying new vehicle or bridge / tunnel does not play sound when not enough tokens to finish the action
  • Signal type may be changed without removing old signal first
  • Icons in realistic mode not visible on horizon


Rendering
  • Added SSAO diameter noise (supress shadow silhouettes)
  • Added humidity gradient over the map adding more visual variety
  • Modified sea params, colors, foam
  • Modified SSAO ranges when camera onboard
  • Map streaming improved
  • Fixed Sea and fields z-fighting
  • Fixed Sea foam jittering


Now lets start with the next era and even bigger & bold changes :)

Best,
Jan

5th era is out now!



Hello respected community!


5th era is finally out now!

Please enjoy and let me know any concern, feedback, issues ;)

Full changelog is here:



5th Era update overview
  • 5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
  • 3 new industry buildings with upgrades
  • 2 new buildings without upgrades
  • 6 new quests, 1 era quest
  • 1 new cargo type
  • 1 new track type, new depot
  • new sounds, particle, camera positions, fixes, features, visual effects, etc.


Electrified track
  • Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)


Fields
  • Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
  • Field types - corn, grain, sunflower
  • Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
  • Field type moved to xml - so fields are modable too!
  • Generating fields even into savegame when old savefile detected


Script
  • New quests for 5th era
  • Bonus wagons present in the depot even if owner quest invisible


Buildings
  • Oil power plant, upgrades
  • Coal power plant, upgrades
  • Farm, upgrades
  • Glassworks (quest building)
  • Food shop
  • Temporal coal mine upgrade


Vehicles
  • New Ragulin diesel loco
  • New Alligator electric loco
  • New E118 electric loco
  • New E66 Azakase electric loco
  • New Passenger, Mail and Restaurant wagon
  • New Timber wagon


Rendering
  • All textures are now compressed (smaller HDD footprint, faster streaming)
  • Transparent pass (Glasses)
  • Fresnel driven glossiness
  • Overlays for track type (helpers for track upgrading)
  • Vehicle particle delay randomizer (controlled by its xml params)
  • New Electric loco particle
  • Improved details via distance interpolation


Sounds
  • New sets of sounds for electrified locos
  • New Sounds for Oil Power plant, Coal power plant, Farm
  • Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations


User Interface
  • By deselecting wagon / loco type filter in depot, all are activated again
  • Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
  • Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
  • 55 new buildings cameras and 24 new vehicles cameras
  • Vehicle shows depot icon when it's heading to a depot
  • Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen


Gameplay
  • All tracks returns full price once removed (so player can get tokens back by removing track)
  • Train chooses depot exit according to its track type (for bug depot with multiple exits)
  • Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
  • Upgrade also to basic track (downgrade from any track type to basic one)
  • Generator places buildings closer to map edge - up to 5 tiles instead of 5%
  • Params for all new vehicles and wagons, several iterations, balancing


Optimizations
  • Better clipping for plants, smooth terrain chunks and grass
  • Faster Generating new map and Loading savegame


Fixes
  • GPU loop issue, fullscreen switching (not verified all occurrence yet)
  • Wring UI text size computation (caused empty space in missing mods list window)
  • Grass length, wrong clipping, added some grass on rocks
  • Flickering when rendering large buildings far from camera
  • Unable to load the game when some mods are missing and others are dangerous
  • Train does not skip waypoints when right after full unload / load
  • Removed unnecessary whitespaces at the beginning and end of mod name
  • Dithering lod transition
  • Some Script issues
  • Clipping of grass and fields near the bottom screen edge
  • Terrain type names
  • Map generating issue (caused slow down of generating)
  • Sea foam rendering
  • Grass & Fields mask where bridge ends, also for station and station upgrades
  • Correct upgrade cost (take track sell cost also into account)
  • Removed gravel under town buildings, used grass and gravel paths instead
  • Using enter when missing mods window appear no more break the loaded game
  • Crash / corrupted far geometry after map edit
  • Depot refresh after upgrading track inside
  • Tons issues with glass and fields when implementing them :)



Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)

Thanks again for your support and interest in Mashinky game!

Best,
Jan

Experimental branch - 5th era community testing



Hello respected community!


We've finally progressed with probably the biggest update so far - the 5th (electrified) era!

Today, I've updated experimental branch with brand new content so for those who are brave enough, let's switch there and help us find last several bugs and finish this great update together!

It is hard to point out what is new, so here you have at least main changes:

  • 4 new locos (3 electric, 1 diesel), 6 new wagons (1 quest wagon)
  • 3 new industry buildings with upgrades
  • 2 new buildings without upgrades
  • 6 new quests, 1 era quest
  • 1 new cargo type
  • 1 new track type, new depot
  • new sounds, particle, camera positions, fixes, features, visual effects, etc.
  • fields! 3 types atm.
  • all textures switched to compressed format (small disk requirements, faster streaming)
  • new render features like Fresnel Glossiness and Glass rendering
  • first colorize overlays (currently track type visualization) to help you see the overall situation
  • and lot more..


you may find detailed changelog here https://trello.com/c/byaZAlXq/103-27th-april-2019

Please use Discord bugreport: https://discord.gg/s8PnRS and thanks a lot for any comment or bug report.

Hope you will like it ;) and thanks all of you for your time!

Best,
Jan


First official merch available!

Hello respected community!




I can finally introduce you our very first official merch done by awesome FretShirt!

Possibilities are endless and once 5th era finished, we will focus on adding even more options ;) Meantime, check out their store!

fretshirt.com/collections/mashinky

Best,
Jan