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Undo/Redo feature! v5.43

[p][/p][p][/p][p]For people that have been playing Rolling Line since the early days (almost 8 years ago!) an undo/redo feature will be like a dream come true. [/p][p]It's something that's been on my "nice to have" features to-do list, along with a hundred other things, and it feels great to finally add this incredibly highly requested feature into the game. Now that it's there, it will be one of those features that you'll forget that it ever wasn't there! [/p][p][/p][p][/p][p][/p][p]To undo an action, simply press Ctrl-Z, and to redo, Ctrl-Y (both of these are re-bindable in the controls menu)[/p][p]The actions which can be undone are:[/p]
  • [p]deleting props/track[/p]
  • [p]placing props/track[/p]
  • [p]picking up/dropping props/track[/p]
  • [p]moving props/track (transform edit mode)[/p]
  • [p]painting colors onto an object[/p]
  • [p]painting detail types on to track[/p]
[p]You can also change the number of undo/redo steps which are saved using the setting "pause menu -> PC options -> Undo/redo steps".[/p][p]Gone are the days of accidentally pressing R and nuking the terrain prop that a chunk of your map is built on top of! [/p][p]Just press Ctrl-Z and it's back! [/p][p][/p][p][/p][p][/p][h2]Track placement fixes for small trains[/h2][p][/p][p]There's been a long-time issue in the game where small train mods don't fit on tracks well. They often derail sooner than you would expect since the wheels were "technically" leaving the track, even though visually they still look like they are correctly on the track. This is especially obvious for small turntables. [/p][p]This has been completely fixed now![/p][p]Even tiny train mods work perfectly on small turntables and can be driven right to the edge of track without derailing:[/p][p][/p][p][/p][p][/p][h2]Automation/circuitry fixes for large maps[/h2][p][/p][p]Something you may have noticed if you work with circuitry and automation is that things often don't work as expected when circuitry is outside of view distance on large map.[/p][p]For example, large maps on the workshop that use circuitry will often request that you load the map with infinite view distance to make sure everything works. [/p][p][/p][p]This is because of a major limitation with the map loading system, where objects can only interact with each other when they are loaded in.[/p][p]But this update completely changes this and adds a new layer for objects that can interact with each other to always stay active and loaded in regardless of view distance! [/p][p][/p][p]Now when a large map is loaded any intractable props (like loaders/unloaders, signals, buttons, circuitry, sensors, etc) are loaded in immediately and are kept active at all times (but they are still hidden from view as if they are outside of the view distance). [/p][p][/p][p]This same fix also solves a big problem in multiplayer where certain objects (like loaders/unloaders & turntables) didn't work correctly when the server host player was outside of view distance. This is now completely fixed![/p][p][/p][h2]Changes to movement speed controls [/h2][p][/p][p]Since the new undo/redo controls use the "Ctrl-Z / Ctrl-Y" keys, having Ctrl also bound to slow movement toggle was not a good option. [/p][p]So the movement speed system has changed slightly:[/p]
  • [p]Holding left control will slow you down (only when held)[/p]
  • [p]Pressing right control will toggle between set movement speeds, like left control use to do. [/p]
  • [p]Holding left shift will speed you up (same as before)[/p]
  • [p]Pressing right shift will toggle a faster speed mode on/off.[/p]
[p]This means there are no longer settings for changing between hold/toggle for the control and shift keys. You can just changing the bindings in the controls menu instead.[/p][p][/p][p][/p][p][/p][h2]Other fixes and features:[/h2]
  • [p]Fixed bug where certain track styles would cause track to break on very old maps when editing. [/p]
  • [p]Fixed bug where signals placed on very old maps would have broken ID's when adding your own trigger bounds boxes. [/p]
  • [p]Fixed lots of material bugs (introduced from some changes made in recent updates that affected shaders). Things like glowing objects not appearing correctly at night. [/p]
  • [p]Fixed bug where new workshop uploads were not actually using the "Rolling Line/Modding/Temp workshop upload" folder as they should. [/p]
  • [p]Fixed a collision box issue for legacy QuickMods.[/p]
  • [p]Fixed particle colors on coal unloader. [/p]
  • [p]Fixed bug where loaders/unloaders would still load wagons when held in your hand. [/p]
  • [p]Adjusted the controls so that pressing right click (pickup) will NOT pickup the prop in front of you if you already have an item in your hand. It will instead just drop the held item and you will need to press right click again to pickup another object. [/p]
  • [p]Fixed major bug causing turntables to not function correctly in multiplayer when outside of view distance. [/p]
  • [p]The profanity filter in multiplayer has been adjusted so it's not as intense. You can also now disable it if you choose to (this will only affect you, and other player will still see censored messages). [/p]
[p][/p][p]And that's everything for this update! I would have actually had this update out much sooner, but I've been crazy busy moving house recently. Though things are slowing down now and I should be back to a more structured work schedule. [/p][p]I've got exciting plans for future updates this year, and there's heaps more to come! [/p][p][/p][p]But in the meantime, I hope everyone enjoys this new excellent quality-of-life feature as well as some pretty major fixes to long-running problems that got included in this update. [/p][p][/p][p][/p][h3]And thank you to all my Patreon supporters![/h3][p]Skilker, Carter Shew, Gazzac100, Taerom, Trainiac 21, Codebag Playz, Joey Drysdale, Clae, The_President, Teapop311, Chloe Surett, Rowan Mackenzie, Matt, Ábris Pataki, ItzAerozic, Matthew Johnson, Microcosmologist, Blake Prevett, TrainTiny, Thomas Merolla, Don Willis, Jayton Hawkins, Helga Nordgren, Leto Gloas, TheAmazingRyry, HuskyDynamics, Outertoaster, Nathan Perez, TrainMann, Railraider, Garst, Richard Prior, Joblogh, Detroit_, CAMOGUY54321, Ben Burch, Gustavo Sanchez, Michelle chan, Jack Fruh, Jonathan Ginsburg, Lynk_Wyland, SmokeStream, KathalLasagna, Ethan Lamont, NESecretWeapon, Douglas Niven, Lutz, Rivet, Trackmeister[/p][p][/p][p]You can join the Patreon to help support me to keep making free updates![/p][p][/p][p][/p][p][/p][p][/p]

Coal & ore loading! v5.42

[p][/p][p][/p][p]To kick off 2026 I was looking for a new feature that was gameplay themed and gave people something new to do on their maps (and for multiplayer operations!).[/p][p]The freight loading system is still quite "work in progress" and one of my top to-do list items for a future update was to finally add support for more interesting freight loads. [/p][p]So you can now "fill" open freight wagons (like gondolas) with loads like coal, gravel and iron ore:[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]These work in exactly the same way as the log loaders already in the game![/p][p]Simply place the loader prop on a piece of track, then park an empty freight wagon under it and it will load automatically:[/p][p][/p][p][/p][p][/p][h2]New freight loads [/h2][p][/p][p]This update adds a new loader prop which you can use to load certain freight wagons with any material you want. Since materials like coal, ore, gravel, etc all pretty much look the same, all you need to do is change the color! [/p][p]E.g. if you paint the coal pile prop white, then your can treat it like salt, or light yellow for sulfur:[/p][p][/p][p][/p][p][/p][p][/p][h2]Modding tools for freight loads[/h2][p][/p][p]The new "custom display models" of these coal loading wagons can also be created in the modding system! [/p][p]Essentially you can now make a train mod display a custom 3D model when a chosen type of prop is loaded on to it (e.g. if a pile of ore is loaded, show this model. If a log is loaded, show this model).[/p][p]You can also make the custom model change its position & scale based on how "full" the wagon is. Meaning that if the wagon has 1/8 coal props loaded, it will appear only slightly full, but if it has 8/8 coal props loaded, it will be full right up to the top! [/p][p]Using the modding tools, you can fully customize all of these values! [/p][p][/p][p][/p][p][/p][p]Since you can now effectively make any model move/scale in any way you want, there's a lot of potential here for more creative ideas.[/p][p][/p][p][/p][p][/p][p]You can find a full guide with instructions on how to use freight loading features on your mods here:
[/p][p][dynamiclink][/dynamiclink][/p][p][/p][h2]Other fixes & features[/h2][p][/p][p]This update also includes a bunch of smaller things:[/p]
  • [p]Fixed the "Disable SteamVR" and "Re-enable SteamVR" launch options. These now work as intended and should prevent SteamVR from automatically launching again[/p]
  • [p]"player X has joined/left" messages now appear in multiplayer chat when players join/leave [/p]
  • [p]The map transfer process in multiplayer now automatically cancels if the player who is receiving the map disconnects during the transfer [/p]
  • [p]The host can now quicksave their map file even while in multiplayer (which means you can effectively work on editing a map while other players are joining you, but they will not see the updated changes)[/p]
  • [p]You can now open the server browser while already inside a multiplayer game. This is useful for viewing what your public server listing looks like after creating a server, and seeing what other servers are open. You can open the server browser from the chat menu [/p]
  • [p]Cleaned up the server log file, it no longer includes some info that is not very helpful for server management [/p]
  • [p]Fixed bug where roundhouse doors could not be clicked on when "Use items in miniature" setting is disabled[/p]
  • [p]Fixed bug where the error log file would not log correctly after starting a server [/p]
  • [p]Fixed bug where 2D menus would not behave correctly when a custom main menu location is used [/p]
  • [p]Fixed a minor bug where waybills would "flash" enabled for one frame even when waybills are not visible [/p]
  • [p]Fixed bug where certain maps would freeze when unloading packaged mod trains (when leaving the map)[/p]
  • [p]Fixed bug where the multiplayer menu would not scale correctly when displaying it on a custom placed menu with a unique scale [/p]
  • [p]The Christmas main menu is now back to normal[/p]
[p][/p][h2]And that's everything for now! [/h2][p][/p][p]I'm incredibly excited for 2026, and I've got big plans for the game.
My main focus is going to be on improving the core stability of the game, with things like optimization, bug fixing and future-proofing.
I'm also going to be putting a lot of time towards improving the controls and the overall user experience. Rolling line has grown SO MUCH over it's 8 years of updates, and it's really in need of some cleaning up and smoothing out, especially for new users. [/p][p]And of course new multiplayer features! Multiplayer has already massively changed how lots of people play the game, and has made me really see things in a new way. I'm very excited to add new features and customization to multiplayer.[/p][p]But in the meantime, I hope everyone enjoys these new freight loading features! [/p][p][/p][p][/p][h3]Thank you to all my Patreon supporters![/h3][p]Carter Shew, Gazzac100, Taerom, Trainiac 21, Codebag Playz, Joey Drysdale, Clae, The_President, Teapop311, Chloe Surett, Rowan Mackenzie, Matt, Ábris Pataki, JohnR, ItzAerozic, Matthew Johnson, Microcosmologist, Blake Prevett, TrainTiny, Thomas Merolla, Don Willis, Jayton Hawkins, Helga Nordgren, Leto Gloas, TheAmazingRyry, Outertoaster, Nathan Perez, TrainMann, Railraider, Garst, Richard Prior, Joblogh, Detroit_, CAMOGUY54321, Ben Burch, Gustavo Sanchez, Michelle chan, Jack Fruh, Jonathan Ginsburg, Lynk_Wyland, SmokeStream, KathalLasagna, Ethan Lamont, NESecretWeapon, Douglas Niven, Lutz, Rivet, HuskyDynamics, Trackmeister[/p][p][/p][p]You can join the Patreon to help support me to keep making free updates![/p][p][/p][p][/p]

Christmas! + Map event shoutouts v5.41

[p][/p][p]It's time for Christmas!
This update wraps up the Multiplayer Map Jam and includes a bunch of shout-outs of my own personal favorite maps from the event. [/p][p]It's also a good time to enjoy a bunch of snowy themed maps and make use of the various winter themed features in the game!
Previous year's Christmas updates added things like: [/p]
  • [p]Dynamic snow cover on trains and wagons (if you set the weather to snowy!)[/p]
  • [p]The Canadian Christmas train [/p]
  • [p]Rotary snow plow[/p]
  • [p]Attachable snow plows you can add to any train[/p]
  • [p]Snow globe prop[/p]
  • [p]Christmas decoration props[/p]
  • [p]Christmas presents [/p]
[p][/p][p] [/p][h2][/h2][p][/p][h2]Winter themed maps[/h2][p][/p][p]Over the years there have been tons of snowy maps and Christmas themed maps uploaded to the Steam Workshop, so here's a few of my favorite examples: [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][p][/p][h2]Multiplayer Map Jam shout-outs![/h2][p][/p][p]Congratulations to everyone who took part in this map making event! There's a ton of amazing maps and It's been great to see public servers being hosted where people are enjoying these maps. [/p][p]As with all map making events, I always play every single entry personally and at the end of the event I post some of my favorites! [/p][p]So here's a few maps I really wanted to shout-out: [/p][p][/p][h3]Boberfjorden Railways[/h3][p]This massive map is so impressive! It has tons of height variation with walkways and elevated tables, combined with excellent trackwork, scenery detailing and overall design:[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][p][/p][h3]Primrose Mountain RR [/h3][p]An incredible map! It's got a beautiful range of scenery along a huge main line, one of my absolute favorites of the whole jam:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]Utah Northwestern Freelance Railroad[/h3][p]Really impressive map with tons of steep cliffs, bridges and verticality! It even has a switch control room hidden under the tables:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]RL30 New Westphalia and Balcones Railroad[/h3][p]Beautifully detailed map with heaps of little scenes and areas of interest, as well as lots of operations potential tightly packed together: [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]TrainMann's TrainLine- Mid-Wales Missions[/h3][p]An excellent little map with a surprising amount of depth to it's operations, with a daily schedule and lots of custom freight loaded wagon mods:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]Pineland, CA [/h3][p]Amazingly detailed and polished map, with especially designed switchboards and electronics:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]The POTB Expanded[/h3][p]A massive map with a super long main line and heaps of yards, industries and sidings. This would make for some excellent ops with huge freight trains:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Salgótarján[/h3][p]A beautifully vibrant and unique map with lovely scenery:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]And a couple of shout-outs to huge map projects that got big updates:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]And these two maps that did really interesting things with the "Multiplayer" theme by making unique gameplay designs! [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Of course there are SO many more maps to play than just these, and I really encourage you to go over to the Steam Workshop and have a look at all the entries yourself:[/p][p][/p][p][/p][p][/p][p]Thanks again everyone for taking part in the Multiplayer Map Jam, and have a lovely Christmas! [/p][p][/p]

Map event extension + weekend multiplayer festival! v5.40

[p][/p][p]Due to lots of requests to extend the end date of the Multiplayer Map Jam, I've decided to extend the event by an extra week with a new finish date of December 22nd! [/p][p]And along with the new end date, the final weekend of December 20th-21st is now going to be a dedicated multiplayer map sharing festival! This means that over the weekend is an especially perfect time to host a public server running your own map for other people to play! [/p][p]If you are hosting a server, you can post about it in the multiplayer server forum to advertise it to other people and share extra information about what map your server is running or any special rules and requirements for players to join your map. [/p][p]Even if your map is not finished yet for submitting to the map jam, hosting a public server is a great way to test it out with real people and see how people interact with your map.[/p][p]For more detailed information about the Multiplayer Map Jam event you can read this news post.[/p][p][/p][p]But that's not all, this update adds several new features to the game![/p][p][/p][h2]Spectator mode[/h2][p][/p][p]This update adds a new "spectator mode" feature, where players can be locked from interacting with the map (e.g. driving trains, toggling turnouts, opening doors, etc).[/p][p][/p][p] [/p][p][/p][p]This is perfect for if you want to host a public operations session with a group of friends but still allow random people to join in and watch (without having to worry about them messing things up!). [/p][p]When setting up a server you can toggle a new setting in the hosting options which will cause any people joining to automatically be set a spectators:[/p][p][/p][p][/p][p][/p][p]Once a player has joined, you can then choose to remove their spectator status and let them control trains as normal. Only the server host can toggle whether a player is a spectator or not:[/p][p][/p][p][/p][p][/p][h2]Huge multiplayer security changes[/h2][p][/p][p]The other big part of this update is a complete re-design of how the game handles multiplayer server security. When I originally programmed the multiplayer systems I made the assumption that "who would bother to use hacks in a model train game?" ...but turns out I was absolutely wrong. [/p][p]Looks like there are definitely some people out there who are modifying code in the game directly to mess with multiplayer servers, so this update does a big re-work of how multiplayer functionality is handled so that it's more resistant to hacking. [/p][p]For example, it is now impossible for anyone to bypass server passwords by manipulating how the game sends data over the network. The server has complete control of how information sent from players is handled, and restrictions like server bans and passwords can't possibly be bypassed even with hacks. [/p][p]While it's certainly annoying to have to work around hackers, it's actually a very good thing since it forces me to make more bullet-proof networking code. Hopefully this update really helps! [/p][p][/p][h2]Server log files [/h2][p][/p][p]Another nice feature this update adds is the addition of server log files.
Just like the error log files which you can find in the game's folder, you can now find dedicated log files which show events happening on a multiplayer server.[/p][p]Only the host has this log file, and it lists things like:[/p]
  • [p]Names of players joining and leaving[/p]
  • [p]All chat messages [/p]
  • [p]All player actions (like pressing buttons in train cabs, changing the speed, toggling turnouts, etc)[/p]
  • [p]Warnings about players potentially trying to bypass security features [/p]
[p]You can find these new server log files in the folder:[/p][p]C:\\Program Files (x86)\\Steam\\steamapps\\common\\Rolling Line\\Server_logs\\[/p][p][/p][p][/p][p][/p][p]Every time you host a new server a new log file is created with the time and date.[/p][p]These are just simple text files and you can read all the info collection from that server hosting session:[/p][p][/p][p][/p][h2][/h2][h2]Christmas menus! [/h2][p][/p][p]Since it's almost Christmas, the usual winter/Christmas themed menus are back!
[/p][p][/p][p][/p][p]You can also find a bunch of special props and trains in the "Miscellaneous -> Christmas" drawer:[/p][p][/p][p] [/p][p] [/p][p][/p][h2]Other fixes [/h2][p][/p][p]This update also fixes a few other minor bugs:[/p]
  • [p]Fixed bug where waybills would still be visible when wagons were inside hidden regions[/p]
  • [p]Slightly raised the height of waybills so that it doesn't get blocked by loaded double stack wagons[/p]
  • [p]Extended the view distance for waybills [/p]
  • [p]Waybills auto refresh when editing the roadnumber information for a wagon [/p]
  • [p]Waybill settings are now included in the quick-search menu (pressing ~)[/p]
  • [p]Fixed bug where pressing the gesture shortcut keys would cause camera issues when a 2D menu was active [/p]
  • [p]Fixed bug where the gesture menu would not be usable when in miniature and the "allow interaction in miniature" setting was disabled [/p]
  • [p]Teleport controls are now disabled wile a gesture is playing [/p]
  • [p]Fixed bug where the "engine on/off" button would not show the correct state in some situations[/p]
  • [p]Fixed the voice muted toggle setting not being set correctly when re-opening the player list menu[/p]
[p][/p][p]And that's everything for now! [/p][p][/p][p]I hope everyone is having fun with the Multiplayer Map Jam, and remember there's already a bunch of entries you can play right now! You can find them on the Steam Workshop:[/p][p][/p][p][/p][p][/p][h3]And thank you to all my Patreon supporters![/h3][p][/p][p]Carter Shew, Gazzac100, Taerom, Trainiac 21, Codebag Playz, Joey Drysdale, Clae, The_President, Teapop311, Chloe Surett, Rowan Mackenzie, Matt, Ábris Pataki, JohnR, ItzAerozic, Matthew Johnson, Microcosmologist, Blake Prevett, TrainTiny, Thomas Merolla, Don Willis, Jayton Hawkins, Helga Nordgren, Leto Gloas, TheAmazingRyry, Outertoaster, Nathan Perez, TrainMann, Railraider, Garst, Richard Prior, Joblogh, Detroit_, CAMOGUY54321, Ben Burch, Gustavo Sanchez, Michelle chan, Jack Fruh, Jonathan Ginsburg, Lynk_Wyland, SmokeStream, KathalLasagna, Ethan Lamont, Rivet, HuskyDynamics, Trackmeister, Lutz[/p][p][/p][p]You can join the Patreon to help support me to keep making free updates![/p][p][/p][p][/p]

Multiplayer update feedback form

[p]I hope everyone's enjoying the multiplayer map jam event! There's already some great entries there. [/p][p][/p][p]I'm doing a quick survey to see what people think of multiplayer so far, what kinds of bugs they are experiencing, and what kind of updates they want to see focused on in the future.[/p][p]Please fill out this form if you have the time, it's extremely helpful![/p][p]Fill out the form here[/p][p][/p][p][/p]