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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.

If you have modding tips, guide's, tutorials or anything else related to modding and want to share it here on our Modders Wiki (For Modders by Modders),
then you can ask to be an Wiki Contributor here.

Please note: If you are already in an modding partner, you will automatic be approved as an Wiki Contributor!

When asking to be an Wiki Contributor, please say a bit about what you want to add to the wiki as well.

If you prove your self on the wiki and are very active there, you will be approved to Wiki Editor.

What's the different between Contributor and Editor?
Contributor's have limited editor right's.
Editors have the same rights as Contributors, but they can lock pages so Contributors cant edit them. They have also other permissions like move pages to the right locations if they want + more.

Kind regards
Transcript from the session:

General information:
-Video tutorials and "Modding for dummies" PDF available for free on GDN (GIANTS Developer Network, https://gdn.giants-software.com/ )
-Lots of optimizations has been made when creating the console version
-Traffic vehicles moved from script to engine in FS15, CPU time per frame went down from about 15ms to 0.3ms (factor 50)
-Game development: huge feature list, impossible to implement everything, from feature planning to implementation and game release takes about 3-4 years
-FarmCon in German like a testrun, if it's a success, could be possible to do one in english eventually

Modding General:
-Testing mods in MP should always be done with at least 3 people to make sure sync from client to host and host to clients work as intended
-One should not rely on the mod loading order, there are several ways and hacks to avoid the dependence on the loading order
-Using dynamicallyLoadedParts saves VRAM, editing easier since there's only one instance to edit
-ObjectMask is used to exclude objects from certain render passes, like reflection, can be left on default for most things
-many foliageMultiLayers with few foliageSubLayers vs vice versa: just a different structure, shouldn't affect performance
-Dedicated Server interface uses heuristics to show warnings, shows what could be a problem, not what a problem is, too much vs too little information...
0.13 release is getting close. The programming guys are trying to finish the features so we can start internal playtesting and bugfixing next week. The art guys are working hard on the new trains graphics.

In the meantime, here's some more information about the circuit network.

Circuit Network Connector Discarded

If you remember my last FFF[www.factorio.com] I wrote about adding a new entity called Circuit Network Connector that would have been used for connecting normal entities to the circuit network. The community had some good examples of why it was a bad idea, so we went back to the way it worked before. This means that you can continue to connect entities to the circuit network directly.

Consistent GUI

One of the problems that had to be solved was GUI interaction. Sprinkling circuit network related GUI elements randomly in the entity GUI looked pretty bad and was hard to understand. The solution is 2 small buttons in the top-right of circuit connectable entities GUI, they will appear when you research the circuit network and the logistic network respectively. Clicking the circuit network icon will open a window that lets you set up how you want the entity to interact with the circuit network. The logistic network button works in a similar way.

The window is usually separated into 3 parts:
  • Connection information: if and what it's connected to.
  • Mode of...
SCS Software Arizona Panoramas
We are hard at work putting finishing touches on Arizona DLC for American Truck Simulator now. Very soon we should enter first a closed beta and hopefully soon after an open beta phase.


Today we would like to treat you with three panoramas showing the principal river of the Southwestern United States - the Colorado River. The river will not be just a sight to pass. For the players who enjoy hunting for Steam achivements, we have prepared a new one - tied with the river.


Your task will be to cross the three bridges in Ehrenberg, Yuma and Mike O'Callaghan–Pat Tillman Memorial Bridge near Hoover Dam. You will also have a chance to drive along the edge of two canyons carved by the Colorado River - Grand Canyon and Glen Canyon.


The panoramas above show an artist's depiction of Colorado River near Kingman, again near Yuma, and Glen Canyon.​
Hey Engineers! In this week's update, we're bringing you a few important bug fixes. We fixed the autopilot not being able to turn itself off, and not being able to descend below 60 meters on Planets. We also fixed piston heads, rotor heads, and wheels detaching when reloading a world. Keep in mind that we're also working hard on optimizations and the netcode behind the scenes. This week we've also included something extra for modders - a Testing Tool and Animation Modding Tool.
Our new animation system includes the Animation Controller Editor, which allows modders to create animation controllers in a graphical user interface and even debug them live in the game. Keep in mind that for now, this tool is only for character animation modding.
Testing Tool is a simple application for recording and playing back a saved game. It was originally created for internal use to help us test scenarios and understand how things work in the game, but modders can use the tool to help them see how changes to their code, mods, or scripts can affect the outcome of a particular saved game. The tool can also be used by anyone who has a Keen Software House game to run and play back your games, and to give us your feedback.

Full list of new features and fixes:...