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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

The 0.15
I saw a lot of discussion where people thought that we are just adding features and delaying 0.15 by that, so I would like to describe the situation. There are several bigger things we wanted to have done for the 0.15 and are not yet ready:
  • Transport belt optimization - Which is in the process of finalization
  • Pump → fluid wagon connection - The graphics are done, the integration into the game is in progress. It was overall much more complicated than expected.
  • Internal GUI rewrite - Which is postponed to 0.16
  • Mini-tutorials - We have few example mini tutorials finished, and the integration into the game is in progress
  • Nuclear power - Only the graphics of the heat pipes are finished, the rest of the graphics are in the phase of sketching, so less than two weeks is improbable.
Those that don't work on these tasks would have to just wait, so they do smaller tasks. This is why I was doing the map improvements[www.factorio.com], this is why Rseding is doing the optimizations and map presets etc.

Once everything apart from the nuclear power graphics are done, we will start the playtesting, and we want at least a week of playtesting before considering the experimental release, but...
Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character's backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.

Red hazard icons for a full inventory, low health and low oxygen will appear to alert the player when these particular stats are in the danger zone and to the right of the main toolbar you will find the new gravity indicator which shows the gravitational plane orientation relative to your character, including a velocity marker that displays when you're moving. When seated on a ship or station, you will see the bars on the right side of the screen light up. These indicate the power usage and hydrogen fuel levels of that grid. It’s worth noting that pressing tab once will hide the keybindings and pressing tab again will hide all of the HUD as before. You can also change the opacity of the HUD background via the game options.
Nearly every element of the user interface has been updated including the main menu, block screen,...
The wait for the final version of the 1.6 update for American Truck Simulator and 1.27 update for Euro Truck Simulator 2 is over! We want to thank all of you who contributed to our open beta test with bug reports, feedback, and suggestions. Updates for both games are available via Steam now.


  • [ETS2 only] Country Specific Police Cars AI
This update brings a new element which synchronizes the game with ATS - cop cars in traffic. Police cars have a unique look for each country.


  • [ATS only] Weigh station pass device
The windshield-mounted box expands situational awareness for those who prefer to switch off all user interface elements for an immersive experience. It works the same way as the weigh station functionality which is a part of the on-screen Advisor "widget".


  • Trailer Liftable Axles
  • Differential Lock
  • Adaptive transmission modes (power, normal, eco)
  • Improved engine...
I've done several optimizations around the game update over the past few game versions but in 0.15 I decided to also look at some of the game GUIs. In particular there are 3 GUIs which tend to take a large amount of time when visible: the production stats, the trains view, and blueprint tooltip previews.

GUI performance
The production stats GUI has to render an icon, a progress bar, and some text for every item in the view and that view changes each game tick as the stats do. I figured that the destruction and re-creation of all the widgets would be responsible for the slowness but as it turned out the graph was taking the majority of the time. Calculating the graphs is simple - we already store all that data to make the stats work. However rendering the graph was very poorly implemented in that every line in the graph (each up and down) was done one at a time and sent out to the graphics card. To fix that Posila batched all of the lines and send the final result out in one draw call.

Next I moved on to the trains GUI. I did some improvements to it in the middle of the 0.13 stabilization several months ago so I already knew how it functioned internally - it doesn't create and destroy anything - it reuses all the visible widgets between updates (very efficient). So, when someone commented that the game would drop to 2 FPS when they opened the window I didn't believe them. But, when I tested their save they were right. After some debugging I found that it suffered from...
SCS Software St. Patrick's Day
Today is a special day for our games' fans with Irish descent. Occassionally, we update older content in our games, and we decided to revisit the Irish Paint Jobs Pack for Euro Truck Simulator 2. We have added a few cabin decorations to the DLC, hoping that this free little gift for all owners of the paintjob set may make their March 17 a tiny bit better.


Your game installation on Steam will be updated with the new cabin toys automatically if you have the DLC already. If you tend to wear green on this day and still don't have the DLC, you may appreciate that it is now available on Steam Store at reduced price.