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Mashinky News

Small improvements for stability and usability

Hello respected community!


I have again rather small update for you, this time it brings for example town growing over the stations, rivers and so on (you can help the town by laying roads there).

Some mods issues detection

Also we are experiencing increased amount of crashes and game issues caused by some specific mods. The cause is for example when mod sets number of industry buildings generated to 0 so the game may not be playable any more.
I was thinking about preventing mods from doing so, but there could not be great mods using this wisely anymore, so the game only detects these type of mods and show warning every time you start new game or load one that requires these mods.

Improvements and Fixes
  • Towns may grow over the track if road present there (they may spread behind stations, rivers, small rocks etc.)
  • Improved all train lists, which are able to show more info for each train (for example age in replacement window)
  • Increased buildings max size increased to 9 for now (huge buildings ahead ;)
  • Fixed Crash when click on main menu camera icon (or hit F11)
  • Fixed town growing when placing shop manually (but cannot be removed for now)
  • Fixed removing trees near building even when not enough tokens to remove building itself.


Regarding to 5th era, I've spent last couple of days implementing tech for fields spread over the map (we will need them ;) ). Also we have several new assets for this era, so I will be soon sharing more from this content ;)



Have a great week!

Jan

Train aging and Mass replacement

Hello respected community!




Before releasing any info about 5th era, lets make the Mashinky gameplay a bit more interesting and challenging and train management a bit easier :)

There is a new update, where I've implemented 2 new features:
- Train aging (both visual and gameplay)
- Mass train replacement (requested by the community for a long time)

Train Aging

- Train has an age now. This affects fuel consumption speed (mainteinance cost)
- Train age is visible also by icons colors
- All aged engines / wagons can became rusty (procedural rust rendering)
- These two features (mainteinance cost and rustyness are optional)

Mass train replacement

- System for planning train replacement!
- Accessible by train list window, depot window or train details window
- Persistent list of replacement rules. Once applied to any train, train heads to neares depot, process replacement and get back to its routelist. If not enough tokens, train waits until enough tokens gathered and displays warning message.
- You can cancel replacement order by pushing the same replacement button again

Bug management

- First and very simple version of bug management system!
- Also comes with rating system, where you can upvote (raise priority) for any bug instead of creating duplicates
- It is quite WIP now, so this will be improved in the future a lot.

Improvements and fixes

- Improved Script function AreConnectedByTrack, GetNumTracksVersion, UpdateTextFormat, GetName, GetNumTracks
- Possibility to Unsubscribe Steam workshop ingame
- Rebalancing (City grow speed via passengers)
- New version of localized texts
- Scripts iteration and fixes
- Scenarios do not save mod ids (workaround until proper UI implemented)
- New game do not shows missing mods warning
- Music multiple tracks play together
- Crash related to click on status bar
- Signals refresh when ignore & pass one-way signal in opposite direction
- Recommended train weight independent on multiple locos order
- One depot limit no more applied in editor
- Drag drop wagons in depot keeps all wagon params
- Wagons without outcome are not affected by age
- Town doesn't grow when starting new scenario

Hope you like this update! Just let me know in comments ;)
Next stop (hopefully) some first info about 5th era, because if everything goes well, it's gona be awesome! :)

Best regards,
Jan

Just another small update :)

Hello respected community!


We are working hard on 5th era, but meantime I am fixing some issues and adding new features. This update is rather small, but there are more to come soon (like train replacement feature or ingame bug reporting system).

For today, there are these changes:

  • Modified: Loading does not require mods strictly (only shows warning)
  • Added: Validate mod button
  • Added: Re-saving of models (by validate button, fixes some inconsistencies made by different 3D modeling soft exporters)
  • Added: Shuffle option to music player (default on)
  • Added: Icons for music player
  • Added: Removing whitespaces from package name
  • Modified: Scenarios do not save mod ids (workaround until proper UI implemented)
  • Modified: New game do not shows missing mods warning
  • Fixed: Crash related to click on status bar
  • Fixed: Signals refresh when ignore&pass one way signal in opposite direction
  • Fixed: Recommended train weight independent on multiple locos order.
  • Removed: Tags mod param stored in xml (obsolete, game generates it automatically)


Stay tuned for more news soon!

Best,
Jan

Steam Workshop, x64 and New terrain type officially released

Hello respected community!




As I mentioned in last update, I am late with last update, but it is finally ready to be released on public branch! Thanks all of you who helped me to stabilize Experimental version and finish all crucial features to make ...
  • Steam Workshop (first iteration)
  • x64 build (downloads automatically according to your OS)
  • New terrain type
  • Silvester mod :)
  • and Tons of other smaller improvements and fixes

...finally life on steam.

I am so happy to see the huge amount of work already invested by mod creators into Mashinky steam workshop, especially thanks to famous Hracicka, Vaio, DanielDerStolle, Stjanusch, Wailord, Ds!!, JosefsedlCZ and many others.

Modding for Mashinky was originally introduced far before even Early Access release and very early in game development I've created virtual file system able to merge all content together once game starts. We've used this feature many times internally when testing new eras, using placeholders, overloading some game rules to test new ideas and all these tests shaped the modding support to be quite general. Currently, there are these areas possible to mod:

  • Maps
  • Engines
  • Wagons
  • Buildings
  • Cargo types
  • Tokens
  • Scripts (wip, only overloading old quests for now)
  • Terrain types
  • Vegetation
  • Sounds
  • Music
  • Gui icons
  • Languages
  • Player colors
  • ..and some more


Now with the Steam workshop support, I am looking forward to see what you guys can create!

You can see what it there by visiting this link
steamcommunity.com/workshop/browse/?appid=598960
or directly in game (in both cases, ensure you are logged in and own the game).

To help you start with modding, I've introduced also several smart templates showing how to create new mods. More templates will come.

Hope you will like this update!

Best,
Jan

Experimental update: Steam Workshop, x64, New terrain type, ...

Hello respected community!




The new update is a bit bigger and introduce a lot of new functionality and code changes, so I am still very suspicious about releasing it as a public default version.

On the other hand, I would like to let you try it while it is a holiday time, so I've decided to release it on experimental branch today and if you experience any issue, please report it to [email protected]. This option to let you play while still working on the update is the beauty of Early Access, right? :)

You can switch to Experimental in steam client - properties - beta versions - Experimental.

and now lets talk about news:

  • Steam Workshop (first iteration)
  • x64 build (downloads automatically according to your OS)
  • New terrain type
  • Silvester mod :)
  • Tons of other smaller improvements and fixes


...and happy new year to everyone! 🥂🍾

... as I promised, here you can see full changelog:

  • Added: x64 Support!
  • Added: x64 build batches, depots, setup, UI visualization
  • Added: Plant Acacia
  • Added: Improved generator of template mod xml
  • Added: Possibility to mod scenarios
  • Added: Possibility to mod colors (light, fog, grass, etc. - per season)
  • Added: Possibility to mod landscape params (fog density, snow height - per season)
  • Added: Backward compatibility for loading old format colors
  • Added: New steam workshop templates
  • Added: Support for more terrain types (modable)
  • Added: VFS now supports GetAllFiles with masks (like "scenarios/*.mss")
  • Added: New terrain brush - Contour Cut (used for wild west terrain type)
  • Added: Freq param to terrain brush Perlin noise, new alg.
  • Added: Possibility to disable mod
  • Added: Controls for water colors also in content window
  • Added: Runtime changing of landscape type in editor
  • Added: Particles 2 colors interpolation
  • Added: New landscape type colors
  • Added: Grass and Rock model defined by landscape type (and can be switched runtime)
  • Added: It is possible to disable also local not-submited mod
  • Added: Automatic assignment of Steam workshop mod tags according to mod content
  • Added: Case insensitivness of xml tags
  • Added: Particles direction jitter
  • Added: Particles multiple birth
  • Added: Particles birth delay
  • Added: Silvester mod

  • Modified: track cost
  • Modified: Checkboxes grayed out when disabled
  • Modified: Extentions window improved
  • Modified: Steam workshop integration, uploading logs, steam overlay integrated
  • Modified: Moved scenarios to media folder
  • Modified: Renamed vagon_types to wagon_types (including inside tags)
  • Modified: Refactored reloading of mods runtime
  • Modified: Changed all landscape type xml definitions params to just "params"
  • Modified: ZIP mods not visible in mod window

  • Fixed: Crash after loading some 512 map
  • Fixed: Chain signal shows green when dead end ahead
  • Fixed: Buildings rules summaries
  • Fixed: Rock mask noised before first terrain edit
  • Fixed: Crash when start new map and buy engine
  • Fixed: Reseting map when load game from another game (endless loading)
  • Fixed: Missing Texts
  • Fixed: Crash when clicking on reward button in Log Processing quest
  • Fixed: Skip waypoint when waiting for full load
  • Fixed: Input box focus visualization
  • Fixed: Crash when wagon has no power nor capacity
  • Fixed: Buttons and Checkboxes works better together with window tabs
  • Fixed: Script GetNumTracks counts fixed when removing track pieces
  • Fixed: Async loading when using plant falling leafes feature
  • Fixed: Reset terrain textures when device lost
  • Fixed: Build batches
  • Fixed: First use of terrain filter did nothing


Jan