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Steam News15 June 202621d ago

Color editing, drawer improvements and more! v5.48

Every now and then it's great to do a "spring cleaning" kind of update, that includes lots of quality-of-life improvements and fixes a ton of small jobs I've had on my to-do list for ages.

In this update8

Full notes

Full Rolling Line update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes5 additions7 changes5 removals
  • Gameplay
  • UI and audio
  • Fixes
  • Maps
changedEvery now and then it's great to do a "spring cleaning" kind of update, that includes lots of quality-of-life improvements and fixes a ton of small jobs I've had on my to-do list for ages. This update includes a lot of changes, so I'll go through them one-by-one:
changedEdit colors directly on props/menusThis is great quality-of-life improvement I've been meaning to add for ages! You can now open the custom color edit menu on any paintable object. So when you are editing a color in the multi-paint popup, track style menu, modding menus, settings, etc you can now press Shift + left click to open the color edit menu instead of spawning a copy of the color in your hand.
addedEdit colors directly on props/menusTo make things work easier with this new system, all props (even ones with just 1 paint slot) now have the option of opening the multi-paint window.
addedCustom drawer improvementsYou can now use the transform edit mode (press F) to move, rotate and scale props that you have placed in a custom drawer! This means you can fully customize how a drawer looks instead of being restricted to just the grid:
addedCustom drawer improvementsCustom drawers also now have an options menu, where you can set whether props auto-scale to fit the grid size or whether they keep their default size when placed in the drawer.
removedTrack style copy-paste fixWhen you copy a track style (by pointing at it and pressing Enter) and paint another piece of track with it, you might have noticed that it will override turnout levers and remove them.

Rolling Line changes

changedEvery now and then it's great to do a "spring cleaning" kind of update, that includes lots of quality-of-life improvements and fixes a ton of small jobs I've had on my to-do list for ages. This update includes a lot of changes, so I'll go through them one-by-one:
changedThis is great quality-of-life improvement I've been meaning to add for ages! You can now open the custom color edit menu on any paintable object. So when you are editing a color in the multi-paint popup, track style menu, modding menus, settings, etc you can now press Shift + left click to open the color edit menu instead of spawning a copy of the color in your hand.
addedTo make things work easier with this new system, all props (even ones with just 1 paint slot) now have the option of opening the multi-paint window.
addedYou can now use the transform edit mode (press F) to move, rotate and scale props that you have placed in a custom drawer! This means you can fully customize how a drawer looks instead of being restricted to just the grid:
addedCustom drawers also now have an options menu, where you can set whether props auto-scale to fit the grid size or whether they keep their default size when placed in the drawer.

Every now and then it's great to do a "spring cleaning" kind of update, that includes lots of quality-of-life improvements and fixes a ton of small jobs I've had on my to-do list for ages. This update includes a lot of changes, so I'll go through them one-by-one:

Edit colors directly on props/menus

This is great quality-of-life improvement I've been meaning to add for ages! You can now open the custom color edit menu on any paintable object. So when you are editing a color in the multi-paint popup, track style menu, modding menus, settings, etc you can now press Shift + left click to open the color edit menu instead of spawning a copy of the color in your hand.

From inside that menu you can adjust the color (hue, saturation, value, etc):

You can also now set whether the material is transparent by changing the alpha value ("A") and this means you can also adjust how transparent it is, rather than it just being an on/off setting:

You can also toggle whether the material emits light:

Note: You can customize these keyboard bindings in the "Controls" menu. Also you can skip directly to the paint edit window by pointing at a prop and pressing Shift + E

To make things work easier with this new system, all props (even ones with just 1 paint slot) now have the option of opening the multi-paint window.

Custom drawer improvements

You can now use the transform edit mode (press F) to move, rotate and scale props that you have placed in a custom drawer! This means you can fully customize how a drawer looks instead of being restricted to just the grid:

Custom drawers also now have an options menu, where you can set whether props auto-scale to fit the grid size or whether they keep their default size when placed in the drawer.

Track style copy-paste fix

When you copy a track style (by pointing at it and pressing Enter) and paint another piece of track with it, you might have noticed that it will override turnout levers and remove them.

This is because the turnout lever is part of the track style data, but I've made a small improvement which means that the turnout lever is no longer affected unless the track style you are copy-pasting specifically contains a different kind of turnout lever style.

This also applies to when you hold shift + left mouse to paint a large section of track. The turnouts will no longer loose their levers when doing this:

Fixed the annoying steam particle physics bug

You've likely noticed a bug where steam particles can sometimes "ping" off in strange directions when the game lags, or sometimes steam particles seem to ignore the movement of the train they attached to entirely.

This has completely been fixed!

Major prop data conversion behind the scenes

This update also features something a bit more technical. I've gone through the arduous process of converting tons of props in the game into the much more modern format that mods use. This means I can remove lots of legacy code form the game which was only needed for the older prop system.

From a programming perspective, this is an excellent piece of spring cleaning and I'm very happy to get it done. But from the players perspective you shouldn't notice any changes at all!

If anyone does notice any issues with props (like missing snapping data, strange paint colors, or props loading incorrectly in old saves) made sure to let me know ASAP because this may have been caused by incorrect data during this prop conversion process.

(fun fact, there are 1800+ props in the game)

Other smaller features

This update also includes:

  • If you press the movement keys (W, A, S, D) while the game is in joypad control mode (using a plugged in controller) it will automatically switch back to keyboard and mouse controls. This is to avoid people accidentally playing in joypad control mode while they are actually using the keyboard.

  • The track style edit UI now supports viewing in 2D.

  • Fixed bug where collision on terrain mods wasn't always using the correct model rotation.

  • The small station shelter prop (used on the Paranapiacaba map) now has collision for its roof.

  • The game now automatically cleans up old track style data when loading a save. It will check if a piece of track (or road) has any styles that no longer exist, and if so will remove that data from the save file.

  • The terrain extend arrows have had their collision box size reduced.

  • Fixed the flag & poster props not having a visible material on the back side.

  • Painting over a table with a hand-held painter (which paints the entire table and looses old data) now can be undone-redone using Ctrl-Z correctly.

  • Fixed bug where duplicating a mod would still keep the same group information. Any new copy of a mod will by default not be included in any groups.

  • The mod groups browser window now has a "back" button to return to the group list.

And that's everything for this update! It's not a very exciting one, but these smaller quality-of-life changes really make a big difference on how the game feels to play (especially for hardcore map makers who will save countless hours from something as simple as being able to edit colors directly!).

Thank you to all my Patreon supporters!

Current Patreons:

KANedTiger, EngineerSmith, Ilike Tra1nZ, DOLLIN, Taerom, Chloe Surett, Garst, Gustavo Sanchez, Gazzac100, Matthew Johnson, Teapop311, TrainTiny, Ábris Pataki, Thomas Merolla, Ben Burch, Detroit_, Don Willis, Jack Fruh, Lynk_Wyland, Nathan Perez, TrainMann, Outertoaster, KathalLasagna, Richard Prior, Michelle chan, Joblogh, Railraider, The_President, Matt, Trainiac 21, ItzAerozic, Microcosmologist, CAMOGUY54321, Jayton Hawkins, Jonathan Ginsburg, TheAmazingRyry, Rowan Mackenzie, Skilker, Helga Nordgren, HuskyDynamics, SmokeStream

Past Patreons:

Codebag Playz, Ethan Lamont, Rivet, Simon, Joey Drysdale, JohnR, Leto Gloas, Lutz, Carter Shew, Trackmeister, NESecretWeapon, Blake Prevett, Clae

You can join the Patreon to help support me to keep making free updates!

Source

Steam News / 15 June 2026

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