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Mashinky News

Philip

Hello respected community!

Although this update is marked as smaller one here on steam, it is kind of lifechanging for me :)

Several days ago, my beloved family has grown by a new member, a son named Filip Zelený! I am once again the richiest guy on the planet, having beautiful doughter Eliška, amazing son Filip, charming wife Hanka and two dogs Kiwi and Chilli.

To celebrate born of this little guy with you, by this update I am adding new engine Philip into the game. It is not the fastest one, nor the biggest one, nor the strongest one, but maybe the cuttest one and hope you will like it :)

Changelog
  • Fixed track next to road visibility
  • Added Continue possibility in main menu
  • Fixed removing road from crossroads issue causing FPS drop (includes autoheal when loading this issue saved into savefile)
  • Added Philip diesel engine


Best,
happiest Jan

Passenger destination

Hello respected community!

You haven't heard from me for a long time and you deserve to know more and get a new update :)

Since May, I have been working on 3 different updates:

  • Passenger destination (released today)
  • City update
    Multiplayer


The first of them is released today in the basic version of the game (it spent a long time on the experimental version to test how well it will work for you)

It is all about Passenger destination
  • There is a new optional feature where passengers knows exactly what they want to go and can smartly decide what vehicle to use, where to switch to another line and how to reach the destination as soon as possible
  • This applies also to mail
  • Each passenger leaving the train pays for the actual distance traveled and waits in the station for his next train
  • Olny passengers reached its destination counts into city growing
  • Passengers prefere faster vehicles with less stops before the destination
  • This also work with out-of-town transhipment station
  • To give you the real time and easy to understand data about each passenger waiting or going by train, each map icon has information about number of passengers heading here
  • Also each train or stop window shows clickable details about destinations
  • To make it even more interesting, new overlay showing lines occupancy is in the game!
  • To keep your save file compatible, the game detects old save format and offer you turning passenger destination on. Otherwise, this can be choosed only when starting a new game


Overlays
  • There is a new window helping you to control the overlays
  • It is an auto-hide top right corner fixed window with plenty of useful data
  • Overlays are automatically triggered, but now you can force any specific one
  • New and very interesting overlay is the Occupancy overlay, able to show you each line where something is delivered as well as its occupancy, also occupancy of each station and even occupancy of each wagon
  • You can easily identify bottleneck lines or not-fully-utilized vehicles
  • This works for all cargo types and you can filter each cargo type


Fixes
  • Fixed track/Roads/Stations/Bridges/Tunnels on map border
  • Fixed red signal in a depot when placed into existing network
  • Fixed textures streaming (lodbaker issue when parts of map empty until zoomed in)
  • Fixed crash when window rescale while generating / loading the game
  • Fixed placing road over rail with signals
  • Fixed flickering Vehicle / Stop icon when using autorouting
  • Fixed road Depot red signal when placed
  • Fixed crash when placing depot to the map border
  • Fixed "Camera icon" functionality
  • Fixed missing 2 road vehicles icons
  • Fixed UI proper removing of item when also async adding it in the same tick (potential crash cause)
  • Fixed autorouting pass dest when using out-of-town transhipment station
  • Fixed wrong window tab openned when hitting bottom right corner icons
  • Fixed overlay glitches when device lost
  • Fixed crash when load some of the old saves


Others
  • Added ability to show vehicles having route through this station


After this update, which brings rather new functionality, there will be a city update, which I will focus more on the content and appearance of the game, but there will also be new mechanics associated with the growth of cities. Look forward to it ;)

Best,
Jan

6th era

Hello respected community!


After spending more time on experimental branch, 6th era update is finally ready to be released to public default version of the game Mashinky!

After releasing Electrification and UI imrpovements in the last update, I was expecting 6th era update to be rather small. Well, at the end, this is one of the biggest updates so far and I hope you will enjoy it.

Also I want to thank all of you who reported issues and also ideas for future improvements. There are still some game changers on my todo list, and just to let my community know, I've already started to implement multiplayer!

Here is the list of major changes (you can see them also in attached release trailer):

[previewyoutube][/previewyoutube]

New industries

- Limestone quarry with upgrades
- Cementworks with upgrades
- Concrete plant with upgrades
- Supermarket
- there are also several new upgrades for prev. eras industry

New locomotives

- Aries (inspired by Taurus)
- 60E (inspired by GE E60CP)
- Lok 460 (Re 460 / Lok 2000)
- SGV (inspired by TGV SE)
- Siberian (for prev era, inspired by VL8-1522)

New wagons

- 2 Limestone wagons
- 2 Cement wagons
- 1 new passenger, 1 diner, 1 mail for any loco
- 2 new passengers, 1 bar, 1 mail for SGV

New vehicles

This is not promissed road vehicle update, I've only seen many requests for food truck so there is 2 new road vehicles in this update as well.
- 1 trambus for Food
- 1 trambus for Goods

Station upgrades

- 1 Hotel
- 1 Warehouse

Quests

- 7 new quests, some with unique reward, some with funny challenges (The Movie is great!)

New features

- Underwater tunnels - now you can place tunnel under sea bed. This should solve the "cannot build under water" error message
- Signals in tunnels - I've implemented also underground view for tunnel visualization. Now it is very easy to place / remove / modify signals in tunnels.

Bugfixes

- as always there are tons of fixes, small improvements and minor features..

Thats all for now :) Please enjoy!

Best,
Jan


Map icons small update

Hello respected community!


Thanks a lot for your awesome feedback on latest update. It helped me to identify the problem and change my mind regarding to map icons.

There are sveral changes in today small update:

- I've returned to the old style icons
- At the same time, I've added smart placement to ensure these will not overlap
- Keep the smart filtering (activated when stay on any map object for a second or open it's window)
- Additional 2 map icons styles.
- Everything can be selected in game options right under UI scale.

Please let me know what icon style suits you the best, so I can change the default setup for the next update.

Thank you and have a nice day!

Best,
Jan

Electricity update

Hello respected community!


There is a new update for Mashinky! As I've announced, this update was part of 6th era update, but since there are too many new stuff, I am releasing this part alone. It helps me focus on features and polish them as much as possible.

Here is the list of major changes:

Electrification

- Brand new power management gameplay feature! Ingame tutorial included. You can also check our wiki for more info wiki/Electrification
- 3 different type of electric poles (small one, tower and subsea cable node)
- Industry bonuses when electrified
- Special overlay, tools, drag&drop to place multiple poles at once.
- Power management by fueling and upgrading power plants and decisions which industry to connect
- Transformers to cut network branches off

UI

- Redesign windows with new pictograms instead of localised texts
- Smart map icons, reacts on hovering above the map object, active window or even bottom right corner category icons
- Smart icons filters both Producers and Consumers for cargo of selected building

Multitrack railroad crossings

- As community asked, multiple railroad crossings next to each other are driven together for better road vehicles safety

Flip wagons

- Flip engines / wagons feature! Now you can flip direction of any engine or wagon in a depot and train having driver spot on both train endings have no penalty for going on reverse!
- This way you can customize your special train sets easily

Content

- 2 New bridges (one for road, one for rail)
- 1 New building upgrade and upgrades visuals for foundry
- Not that much content because the upcoming 6th era update will feature mainly new content ;)

Rendering

- Precomputed terrain SSAO / SSDO improving not only construction mode
- Improved SSAO blur, improved CSM shadows blur
- Overlays cover also buildings with color

Other or small

- Possibility to duplicate / copy vehicle route also from vehicle list
- Social media shortcuts in main menu
- Script function IsElectrified( building )
- Increased track max speed
- Improved track geometrical smoothing according to terrain
shape / bridge / tunnel improved
- Fixed Stamps S-curves signal positions when rotating
- Fixed asphalt road missing snow mask
- Fixed proper Train/Road vehicle icons in depot or vehicle window
- Fixed sea reflections
- Fixed horizontal black line / Water noise line
- Fixed tutorial for terrain edit
- Fixed start from any previously reached era (steam stats preload)
- Fixed coal mine upgrade highlight rendering
- Fixed wrong cost of road bridge
- Fixed right click cancelation of depot action (flip wagon, sell wagon, etc.)


Hope you will like these changes! If not, please let me know, I am still improving for example Smart icons, due to the great feedback from brave players already playing this feature for several days on the experimental branch.

Best,
Jan