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Halloween! + Text for mods & more v5.20



Happy Halloween! (in advance)

This update brings back the classic Halloween theming to the game, but most of all adds dynamic text support (roadnumbers and roadnames) for train mods. It also adds some more features like AI tags for trains and more switchboard options!

[h2]Dynamic roadnumbers for train mods[/h2]

Firstly, you can now add 3D text to your train mods! The previous update added roadnumber and roadname options to official trains & liveries, and this update completes the job by adding these features to the modding system.

You can find the new text options in the modding menu "edit mod -> effects -> text objects":





Mods that use this new feature will also automatically get tagged on the workshop with "Dynamic Roadnumbers":



[h2]AI tags for trains[/h2]

This update also adds an "AI tags" feature for trains. You can set tags on trains for things like "Passenger" or "Freight" and then make AI trigger signs & circuitry train sensors only detect trains with matching tags!

For example, you could make an AI "sound horn" sign that only makes passenger trains use their horn (and ignore freight trains).
Or make some circuitry that makes different lights glow depending on whether a freight wagon is tagged with "Coal", "Wood", "Steel", etc.





You can edit a trains tags using the popup options menu and choosing "AI Tags":



[h2]New switchboard features[/h2]

This update adds a couple of new options for switchboards, you can now hide sidewalks and road edges to clean up road switchboards. You can also opt to hide "invisible" track (track which has no visual mesh, usually used for moving train mods around which are designed to look like planes/boats).



[h2]Halloween menus[/h2]

You'll notice that the game now launches with a selection of Halloween themed menus!
This is just a temporary event, but if you want to then you can disable this feature in the "Pause menu -> gameplay -> main menu options" menu.
If you disable this then the game will use your own custom selection of menus instead.





[h2]Other Halloween stuff[/h2]

Of course you can also access all of the classic Halloween items added in other updates!
You can find all of the Halloween themed props in the "Misc -> Halloween" drawers:



These props include gothic-style fences & gates, various decorations, light-up pumpkins, gravestones, colored lights, hanging lights and even a bubbling cauldron:



There's even a loot pumpkin which you can open to get special train variations (and tons of candy):



And of course the ghost trains!
You can get them as rare rewards from opening the loot pumpkins, and there are a bunch of different wagons and locos:



You can turn on the special Halloween skybox by going into the "weather & time menu -> advanced" and turning on "Halloween mode":





[h2]Other features[/h2]

This update adds a new setting to automatically disable dynamic text for either just mods, freight wagons, or all trains.
(e.g. if you prefer the way the wagons looked without numbers on the side)
You can find this setting in the "Pause menu -> graphics" menu:



You can also now set a custom list of random roadnumber options instead of just a random range.
E.g. if you only wanted the random roadnumber choices to reflect actual real-world locomotive numbers for a set list.



And various other smaller fixes:

  • If a QuickMod or train mod does not have a custom roadname set, the controller will instead display its name (instead of the roadnumber/name combo)
  • Fixed shading issues with some fonts
  • Fixed custom livery numberboards for the AC4400CW
  • Fixed incorrect text position on the ATSF boxcar
  • Cloning the example preview wagon when making a livery is now blocked (since this is a temporary model and should not be used in save files and results in multiple bugs)
  • Fixed incorrect info on the context help for track gradient controls.
  • Fixed the options menu popup still being visible when other hover options are hidden


And that's everything for now!
Now's a great time to make some Halloween themed maps (even though there isn't an official competition going on).
If you want some inspiration, have a look at the entries from the "Hallowed cove" comp event from a few years back!
You can find them under the workshop tag:

Custom roadnumbers! v5.19



After about 6 years of every single train being number "5270" you can now finally customize individual locomotive & wagon roadnumbers! (as well as lots more).

Currently, this only applies to official trains and liveries, mods do not support dynamic roadnumbers yet, this will need its own separate update. You can still give them a custom road name & number, but it won't be visible on the model.

But for official trains, you can now see the number dynamically displayed on the model!



And on freight wagons as well:



[h2]You can also enable this for liveries too![/h2]
By default, all liveries have dynamic number displays disabled for backwards compatibility (since most liveries already have numbers drawn on). But if you leave the number locations blank on the livery texture, you can re-enable the dynamic numbers:



You can also customize things like the font, color and size of the text (which is perfect for liveries!).





There is a full guide here which explains how road names & numbers work, and how to customize them:
https://steamcommunity.com/sharedfiles/filedetails/?id=3341507001

Roadnumbers are randomized, but you can set a custom random range if you want.
You can also set the Roadname, which is an identifier for the railway that owns the locomotive/wagon (e.g. BNSF, NZR, CSX).

All of these options can be customized by opening the new train options menu by pressing "o" when hovering over a train (or the down-context-action in VR):





Changing the name & number of a train will also change its display name on the hand-held controller and in the cab:



This update also includes some other minor fixes & features:
  • Fixed bug where a combined save file would not correctly combine (everything works fine now).
  • Fixed bug where the pause menu could accidentally be included in a split save file.
  • Text on the hand-held controller will no longer scroll if the length of the text is small enough.
  • The tutorial has been updated to include new steps for reversing trains in VR.

This update includes a lot of new code under-the-hood which is working towards a much bigger update:
[h2]Freight loading and unloading! [/h2]
So keep an eye out for even bigger things to come!

Regardless, I'm sure the operations fans will be very happy about these new custom roadnumber features in the meantime anyway ːsteamhappyː

Split save files! v5.18



This update adds a feature which is a complete game-changer for map collaboration projects, and also has a lot of other uses for solo map making!
And there's also an absolute ton of quality-of-life features packed in as well.

[h2]Split save files[/h2]

Firstly, the big focus of this update, save file splitting!
With this new system you can split a map into multiple different segments and edit them individually. This means you can make changes to one part of a save file without affecting the other parts. You can use this to easily collaborate with multiple people on a single map, where each person can edit one segment on their own without overwriting the other people's progress!
You can also use this feature to split up larger maps to make editing them easier and less performance intensive, as well as reduce loading times. If you are working on a massive map you can split it into smaller parts, and just work on each part on its own without needing to load the entire map.

For example, you could split the "Top of the south" map into individual segments and edit each one as if it was its own save file:



You can add new track, props and make any changes you want to a separated segment, Then you can combine the map together again afterwards!



You can find a full guide with step-by-step examples on how to use the new split-save features here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3322846819

Other fixes & features


This update is quite a big one, with a ton of smaller features, as well as lots of quality-of-life improvements.

[h2]Automatic packaged mods[/h2]
When upload to the Steam Workshop you can now simply click a button to auto-select all packaged mods used by a save file. Please remember that save files can get VERY large (multiple gigabytes) if you package 100's of train mods, so don't abuse this feature!



[h2]New popup "message box" design[/h2]

The floating popup message box that you see all over the game now has a new visual look. It also now scales its size to fit larger messages. This means you can make longer messages display when using tools like the "show popup message" circuitry prop:



[h2]Quicksave reminder message[/h2]
The game now has an automatic reminder message that pops up when it's been a long time since you've last saved. You can of course disable this missage if you prefer, or change how long the time gap between messages is (this is in the "pause menu -> manage saves -> quicksave reminders" menu)





[h2]Tunnels hide smoke effects[/h2]
Custom tunnel regions will now also disable smoke, in addition to the usual effect of darkening the players view while inside them. This stops steam particle effects from going through the terrain when trains are underground



[h2]Workshop upload message[/h2]
A warning message is now shown when you try and upload a map download off the workshop, or any of the official built-in maps. This is to help prevent people uploading copies of other people's maps, or simple re-uploads of the official maps (which happens amazingly often).
You can easily ignore this message, but hopefully it helps a bit for people who are unaware of what they are doing.



[h2]And tons of other features & fixes:[/h2]
  • When you update a workshop item, tags are automatically remembered. You can also chose new tags when updating if you want, but if you leave the tags alone they will copy the previous tags automatically
  • The "generic failure" error message when uploading workshop items now shows additional messages to help diagnose the problem
  • There is now an "open save folder" button when in the "manage saves" menu. This is great for easily accessing save files manually
  • Cleaned up the collision data for all trains, so now you can click on things through the windows (like clicking to switch turnout levers from inside the cab)
  • Added collision data to the trestle bridge styles
  • Fixed bug where pressing Esc when editing a text box inside the modding manager would cause the textbox to get stuck on screen
  • Fixed bug where it was possible to place other props inside some of the non-custom drawers (e.g. the vehicle drawer) It is also no longer possible to delete props inside these drawers
  • Cloning a color off a prop (by pressing Enter) will no longer remove the item in your hand, unless that item is already a color painter
  • Fixed bug where level crossings would not detect any nearby crossings to copy if the were being edited using a 2D menu
  • Fixed bug where electrical wire connections were not set correctly when using the bulk move tool
  • Fixed bug where objects in custom drawers would sometimes load very small
  • Added lots more "view online guide" buttons throughout the game, linking to the official guides on Steam
  • Fixed bug where a SteamVR warning message would show up on startup in VR if bindings were missing
  • Fixed modding bug where the game would fail to load a mod if it has an empty wheel preset used
  • The custom music folder now supports WAV files
  • Fixed the "flicker" light setting for prop mods, it sometimes would not fully turn off when disabled
  • Props inside custom drawers are now disabled at a distance, and are hidden when the drawer is closed
  • The "Custom track" menu is now called "Editing"
  • The Steam store page now correctly shows controller support for the game
  • Removed the "Use advanced controls" setting, since the controls it affected are easily re-bindable in the controls menu now, so the setting is no longer needed
  • There is now a warning message on the "Save game" menu which will warn you if the name you have chosen is the same as a file already saved, and will overwrite it
  • Table props now have an alternative "center point" for selection which is higher off the floor. This makes using things like the bulk move tool easier for selecting tables
  • Flags now support the same material types as posters (e.g. transparent, unlit, etc)

Eastern Euro Comp winners! v5.17



The Eastern Euro Comp is complete! There were so many absolutely amazing entires, and here are my personal favourites. As with all the comp events, I played through every single entry and there was so much cool stuff to see. This was a really good event I hope everyone enjoyed it! I highly recommend going on the Steam Workshop and having a look at the entries yourself too.

Firstly, the winner of the best overall map is:


https://steamcommunity.com/sharedfiles/filedetails/?id=3272855158&searchtext=

The winner of the best fantasy map is:


https://steamcommunity.com/sharedfiles/filedetails/?id=3279036649&searchtext=

And the winner of the best mini-mode map is:


https://steamcommunity.com/sharedfiles/filedetails/?id=3279061167&searchtext=

All 3 of the above winners get a game key for Trans-Siberian Railway Simulator, and I'll get in contact asap to give that to you!

But that's not all! There's still some honourable mentions:


https://steamcommunity.com/sharedfiles/filedetails/?id=3273390775&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=3270601915&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=3278532413&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=3267661823&searchtext=


https://steamcommunity.com/sharedfiles/filedetails/?id=3266794754&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=3263017375&searchtext=

There are still so many other maps that deserve a shout-out, so I highly recommend having a play of a bunch of maps from the comp yourself too. There were 79 total maps submitted, and thank you so much to everyone who took part!

[h2]Features in this update[/h2]

This update also includes a few features too, and these are:
  • You can now rotate bounds boxes! They are no longer locked to 90 degree angles:

  • The bulk move tool can now copy-paste! This works between different save files, so you can copy a group of props in one map, then load a different map and paste it:

  • Fixed issue where wires (both power lines and electrical circuits) did not move correctly when using the bulk move tool.
  • Fixed snapping issues with bounds boxes when they are scaled quite small.
  • You can now exit transform edit mode by pressing Escape (as well as pressing F as usual).

And that's everything for this update!
I hope you have fun trying out the Eastern Euro comp maps!

Copy-paste & move tool v5.16



Here's something special people have been wanting for a long time!
You can now copy-paste multiple props & track in one go, and move entire sections of your map around. This can all be done with the new bulk move tool!

I've written a guide on how to use this new tool, and you can find that here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3271187876

[h2]Moving sections of your map[/h2]
Have you ever wanted to shift things around in your layout? Well now you can move, rotate and scale an entire segment of your map (or even the entire map!). This is extremely intensive for your PC though, since it involves enabling editing on large sections of your map all at once.



[h2]Copy-paste groups of props[/h2]
As well as moving a large section of map around, you can also use this feature to duplicate sections of your map as well! This is perfect for if you have a detailed custom-made building (using lots of smaller props) and you want to create multiple copies of it.



[h2]The Eastern Euro Comp end date is extended! [/h2]

The end date is now extended to the rest of the month, so submissions now close on July 1st.
There's already been a ton of great entires on the Steam Workshop!

For this competition there will be 3 different winners, each of which will get a free game key for Trans-Siberian Railway Simulator.

The categories for each winner are:

[h3]Best overall map[/h3]
Pretty simple! This goes to the best overall map, which includes creativity, detail, design, etc.

[h3]Best fictional railway/location[/h3]
This category is especially for a fictional design, whether you want to create your own fantasy railway line or just make a map set somewhere that doesn't exist in the real world.

[h3]Best use of miniature scale mode[/h3]
This is for a map that makes use of the miniature scale player physics, like being able to walk around in detailed streets & buildings, or exploring a world designed to be viewed on-foot in miniature scale.


But of course you can make any kind of map you like! These categories are not limiting factors.

As usual, i'll also be posting a ton of shout-outs to my favourite entries at the end of the event! (not just the winning ones).


In other news, I've also recently uploaded my own example entry for the competition, which is a small map based in the industrial city of Norilsk, and uses circuitry tools to mimic a simple RPG video game dialogue system!

You can find this map here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3266766472