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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.

So after some sweaty, hefty and long hours/days/weeks, we have finally decided to give you the Beta.

We have been testing, we just didn't have the time to test everything, so what we would like you (beta testers) to do, is check all the vanilla equipments as an start and see how they are working.
There might allot of tweaking that needs to be done.

One bug we do know is if you have 4 or more CP drivers active and then exit to the menu, it will fill the log with an error. (We are working on fixing that one)

Adding mods will wait until an later date!

The beta can be found on Github: CoursePlay
An direct download link from Github: Download CoursePlay (courseplay-master.zip)
The courseplay-master.zip needs to be extracted. then go into the courseplay-master folder. if there is another courseplay-master folder in that one, then go into that folder as well.
Now you should see allots of files and some folders. Select all those files and folders and zip then up into somethinglike FS17_CoursePlay5.zip
Then put the zip file into your mods folder.

All bug reports should be posted on the issue page on Github.

New features:
  • New Turn System: for mode 4 and 6 (Stage 1: Turn system for lanes only. Headlands will come in stage 2)
  • New Save System; Each course is saved in there own files now...

We would like to sincerely thank the fan community for the awesome feedback on Open Beta of Euro Truck Simulator 2 version 1.26. We have received a lot of valuable input on the new content and tons of reports for little things that we would have almost missed but that were fixed thanks to you.

We are now ready to make the 1.26 Update live for everyone.

The game will actually update itself automatically on Steam. The legacy non-Steam edition of the game will have the update ready for download in a couple of days.

If you participated in the Open Beta on Steam, please don't forget to switch back to the non-beta branch in ETS2 properties.

We have already covered the changes and improvements coming with this update extensively, in the post annoucing the Open Beta, but let's review them again so that you have all the news in one scoop.


Older Parts of France Reworked

The main star of this map refresh is the city of Paris, which actually has been completely rebuilt to make it way more elaborate than before! We have re-touched the existing region of northern France in the base game. It's...​
Factorio Version 0.14.21
  • Fixed that the game could crash when a game disappeared from the matching server before its details were requested. more[forums.factorio.com]
  • Fixed that numpad numbers didn't work for any game controls. more[forums.factorio.com]
  • Fixed crash when merging forces while a player in one the force to be removed was crafting something. more[forums.factorio.com]
  • Fixed game would be stuck in main menu if Join Game on Steam failed for some reason.
  • Fixed possible save corruption when roboport was destroyed while robot was repairing it. more[forums.factorio.com]

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.

We're ready to let everyone know when you will be able to hop into your trucks and start exploring the roads of beautiful France!

"Vive La France !" map expansion for Euro Truck Simulator 2 is going to be released December 5, 2016. To be more specific, we are aiming at 4 pm Prague time (GMT+1) on Monday, that's when the activation keys should be enabled and the DLC will be ready for download and purchase.

We are going to price it the same as Scandinavia map add-on on the channels that are under our control (like Steam - here is the "Vive la France !" coming soon page). There may be small price and timing differences on local markets, in retail, or at places like Amazon, where we do not have the power to enforce strict pricing policy.

Everything is happening very quickly, we were still not sure about the final date a week ago, as we have been thoroughly testing and polishing the DLC pretty much until today. Now we want to give you a chance to play the expanded game as soon as possible. A week of preparations is sufficient to arrange the release on digital channels, but our retail publishing partners will be struggling with manufacturing deadlines, so some sales channels may take longer to stock the add-on....​
Hello,the hopefully final 0.14 version was recently released, meanwhile most of the team have been assigned their major tasks for 0.15.

Combat Revisit
One of the tasks I picked up was to work on the long overdue combat balance. We identified some of the major problem areas. The most pressing issue is that many of the guns and ammo in the game are too underwhelming for their price, and others are completely useless. One example which clearly stands out if the rocket launcher ammo, rockets and explosive rockets. They cost quite a lot in terms of resources, and the time to set up their production. In combat, they are less effective then their cheaper counterparts, such as the flamethrower.

To illustrate the problem, Twinsen worked on his highly scientific graph of the current combat system, with the X and Y axis representing the Elapsed time, and Power respectively.


After some discussion for some different approaches, without much in the way of solid agreement, it was decided that we need to do some more testing. To ease this process I wrote a small internal mod that will allow us to quickly set up some consistent conditions, and see in a reliable and semi-deterministic way, what sort of effect even the smallest changes would have....