1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

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 next major update for Euro Truck Simulator 2 will pave the way for the release of Vive la France! DLC. The plan is to get the new official game update out simultaneously with the new map expansion.

After internal testing and several iterations in closed beta, we now feel good about where we are. There are still some minor issues to fix and and an extra round of polish to apply in the next few weeks, but we are not aware of any critical or show-stopping issues anymore. But we would like to be sure, and that's what our Open Betas are for!

The tentative changelog for the 1.26 Update can be found below, but first we would like to point out the main features, game changes and general adjustments that are a part of this upcoming game update.

Older Parts of France Reworked


The newly-built regions of France that make up the Vive La France! DLC look gorgeous, and this inspired us to also refresh the regions that were already present in the game from the very start. In the picture above, you can see the area of France which we have retouched - the area that you will already be able to experience in this Open Beta of course. It's not a total rework from scratch, but we believe that you will appreciate some very visible changes in the world; new models, new intersections, use of higher...​
Factorio Version 0.14.20
  • Fixed LuaSurface::can_place_entity didn't work for tile ghosts. more[forums.factorio.com]
  • Fixed curved rails woudln't render correctly as enemy forces.
  • Fixed searching in the technology GUI wouldn't work in some cases. more[forums.factorio.com]
  • Fixed that the config option other.use_version_filter_in_browse_games_gui defaulted to false on linux. more[forums.factorio.com]
  • Fixed "E" (close GUI) couldn't be used when numeric-input fields were focused. more[forums.factorio.com]
  • Fixed that disabling recipe groups in the settings disabled subgroups as well.
  • Fixed that the changelog GUI allowed editing the read-only text. more[forums.factorio.com]
  • Fixed (again) that the natural signal direction wasn't picked primarily when 2 way signal and normal signal can be built on the same spot.
  • Fixed that deactivated belts would sometimes still move items if connected to Underground Belts or Loaders. more[forums.factorio.com]
  • Fixed that the multiplayer game could crash randomly due to the packet fragmentation implementation issue.

  • Added LuaPlayer::disable_recipe_subgroups.

You can get...
Last week, our company participated on Game Developer Session 2016. This is a local game developer scene event similar to GDC, with two days of presentations and a small expo area to show the games. It's a chance for companies in the Czech Republic and in Central Europe to discuss their projects and visions with fellow colleagues from other game dev companies and also to interact with people who want to break into games industry.

We were demonstrating our games there too, to get peer feedback on our tech as well us on upcoming stuff for both Euro Truck Simulator 2 and American Truck Simulator.


Our colleague Hynek was one of the presenters with a speech explaining the steps of adding a new truck to the game, all the way from licensing issues through technical details of production and into final approval step. The organizers had a pro camera crew on the spot, so hopefully we will be able to let you see it when it's processed and placed on YouTube eventually.


It was an awesome experience for our team. We were presenting our stuff on two demo stations, one with an Oculus Rift virtual reality system and the other with a...​
Play a Game: Join forces and fight other players in this official test of the new PvP scenario. No mods needed. Also find it on the matching server as: "Factorio Official PvP test"
Rseding has just arrived for another 6 week visit here at the office, and his timing is pretty great as we start shifting the focus onto 0.15, of which our to-do list is extremely long.

0.14 now stable
We have just launched 0.14.18 as our stable build, this means it has been pushed to all users on steam, along with the website users being prompted to automatically update. Stable however doesn't mean we won't be releasing any further 0.14 builds, as inevitably with more people playing the release, there will be many more bugs found. In fact we are already in the process of releasing a quick fix for the stable, as people have reported that the demo does not work, a minor issue to most, but something that might not give the best first impression.

Once we have all the kinks sorted out, stable release means we will be taking a look at our marketing options in the upcoming weeks. We feel that 0.14 is a good distance from the early access release, and a whole lot more improved from the stable 0.12 we initially launched with, so it is a good time to make another push to spread the word. As always, we owe much of our success to all of the players who continue to make the effort of telling their friends about the game, and we would have never come so far without such a great community supporting us.

Rails and their problems
As kovarex mentioned in one of the recent...