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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.

Hello, the office has had a very lively atmosphere this week. With some very productive team discussions taking place, we reach another Friday with an optimistic outlook of the weeks to come.

Minimal mode
There has for some time been an irritating problem which can arise in the game, specifically in the way we handle mods. With the mod portal's introduction, it became easier and more intuitive to download and install mods directly in the game. This has been really useful for a lot of players, simplifying the old system of manually dropping the mod into the correct file location.

However while installation was simple, getting rid of a malfunctioning mod was not addressed in any way. I am sure anyone who has spent some time downloading some more obscure mods has had this error thrown to them before:


Obviously the error is on behalf of the mod, and the course of action is to remove or disable the mod. I've had a lot of feedback over the course of 0.13 and 0.14, and to many users, this appears as simply a game crash. To put it in another way, a new player installs a mod, and it breaks their game. This shines especially poorly on us, as developers proud of supporting our modding community and its content, this looks like our support might not be good as we claim.

So the solution is what we call 'Minimal mode', essentially just a...
We have just started closed beta test for another round of major updates of Euro Truck Simulator 2 and American Truck Simulator, but that's a story for another week.

Today, two of our colleagues are flying to London to visit the upcoming "PC Gamer Weekender" public event. This event is organized by publishers of the world's best selling PC gaming magazine PC Gamer. Jakub and Tomas will spend the whole weekend at the show, which is taking place February 18-19 in the amazing halls of Olympia, Zone J30.


Gamers from all corners of the world will come to enjoy two great days full of playing mostly as of yet un-released yet games plus some ever-greens (that's how we like to view our games), to hear interesting lectures and talks by developers from gaming software studios of all kinds, to try or even buy new hardware & software to bring it home with them, to watch or participate in cool PC gaming tournaments, or simply just to enjoy anything else related to the world of gamers.

Our small team will be there with our games too, and if you'd like to try out American Truck Simulator in VR, we'll be happy to greet you at the tiny booth of SCS Software. We are not coming just to give the visitors a chance to play our games, we have also been offered an opportunity to make a speech...​
Hello, Engineers! This week’s update contains more improvements to the overall game and modding. Most noticeably, we’ve added lens flares to the sun. This should also be fully moddable so I look forward to seeing what modders can come up with. Please let us know your feedback on this graphical update in the comments below.
Interior wall emissives will no longer be affected by changing the colour of the block itself and trash removal settings are now saved upon the reload of a world. Also, when you open the G screen, you will now be able to start typing in the search box immediately as it selected by default.
Last week we added arrows to the block ghosts of LCD screens so you know their orientation before you place them and in survival mode, players can no longer take blueprints of grids they do not own and cannot transfer ownership to enemy players.
In other news, the new HUD is still progressing nicely with initial implementation nearing completion after which designers will begin playtesting it. Additionally, we are working on an in-game cutscene editor. Although it is mainly designed to be paired with the visual scripting tool, you will also be able to preview cutscenes from within the game which will open up new possibilities for content creators.

Full list of new features and fixes: http://forums.keenswh.com/threads/7392954
A new update is available for FS17 patch v 1.4.2

Update 1.4.2
For steam version, your game should update automatically,
if not please right click on FS17 in your library, click on properties, then on updates tab, and change the automatic updates to "Always keep this game upto date"

You might also want to check your downloads tab to see if it is in a queue.

Farming Simulator 17 Update 1.4.2

  • Fixed direct sowing machines to work properly with the same fruit (1.4.2)
  • Fixed helper with the Lemken Solitair 12 (1.4.2)
  • Fixed helper with the Joskin Modulo (1.4.2)
  • Added color selection in the shop for the Goldhofer STZ-VP 3 (1.4.2)
  • Improved all-wheel steering for the Holmer TerraDos (1.4.2)
  • Increased overloading speed of Holmer Terra Felis (1.4.2)
  • Mirrored text on Joskin Tornado (1.4.2)
  • Fixed trees from placeables and planted trees going invisible when releasing the tension belts at the train (1.4.2)
  • Fixed reverse sound in multiplayer when turning off the motor (1.4.2)
  • Fixed log error message in multiplayer (e.g. with Lemken Gigant 10): Validity check failed in TransformGroup_setDirection: Direction is zero (1.4.2)
  • Fixed log message "Static actor moved" with savegames that have placeable trees (1.4.2)
  • Seeds and fertilizer trigger now...
0.15 status
Work has been going swiftly on 0.15, but there are still many major topics we have left to close. We mentioned previously that our estimate for release would be near the end of February, and while this has been our internal goal, we won't quite be able to make it.

One of the main reasons for this delay is us underestimating how long it would take to stabilize 0.14 and the new multiplayer code. We thought that because it was a relatively small 'major' release, that it would not take much time to make it stable. However the great community members playing the experimental version kept finding bugs for us to fix, and even now there are still several 0.14 bugs being identified and fixed in 0.15.

The extending bug fixing of 0.14 was no doubt necessary, but it has led us to be somewhat behind schedule on several features of 0.15. Our current optimistic estimate is that we will be able to release an experimental version of 0.15 at the end of March, and we will keep you all up to date on its progress.

Difficulty settings
I recently finished the backing logic changes to add the new 'advanced' section of the generate-map GUI. At the moment it includes settings to adjust pollution, evolution, biter expansion, and recipe/technology complexity. Pollution, evolution, and biter expansion have always been adjustable either through mods or console commands but recipe and technology complexity is something completely new....