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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.

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:...

Dino Dossier

A new Dino Dossier has been revealed, this one is everyone’s favourite perfectly patient pouncing predator, the Purlovia!

Upcoming Biome Changes!

In the last Community Crunch we posted some upcoming changes to the Biomes. That map was a little confusing as it included the new sizes of all the biomes, as opposed to the changes itself - and following that, we've gone ahead and made some further changes to what that turned out to be. Here are the new biome changes:



Blue area == Changes occurring in this area are to highlight the new Snow Biome. The previous biome will receive a touch-up / some alterations and adjustments which may effect your base. So there are some slight landscape/terrain changes made throughout the biome.

Orange area == This is the new Redwood biome. It will be replacing the previous existing
Jungle/Mountain area that was here before.

Green area == This is the swamp biome that will turn into Redwood.

The Old Snow Biome has received some changes, the extent of which is difficulty to quantify, it is closer to a touch-up as opposed to a re-do. There is a chance this could effect bases in that location, which is why we wanted to include it on the...
With each map expansion for our games, we try to come up with new types of places to go. Not just new geography, but also new delivery terminals, bringing new challenges for manoeuvring the truck and trailer. More variety and more eye candy never hurts, but our ambition goes further. We would like the locations in our games to be recognizable, reminding those who know them of their real-world counterparts.

The same will be true for our upcoming Vive la France map DLC for Euro Truck Simulator 2 of course. French industry is giving us a lot of opportunities. Today we'd like to take a look at one industry segment. France derives 75% of its electricity from nuclear power plants, so we thought that featuring a couple of them in the game a rather good idea.

The screenshots below are showing the results of our current work on vast complexes of Civaux and Saint-Laurent nuclear power plants.



26 Apr 16, Giants Statement

Do you create mods for FS or are interested in learning more about it? Well, we would like to invite you to our very first Modding Teamspeak Chat in English on Monday, 9th of May 7pm BST. We've tested this call in the German community for a while now (it’s the native language for most of us here) and it lead to some very exciting discussions about modding for the Farming Simulator.

So feel welcome to join and ask questions, share tips and tricks or suggest something for the future. Just please remember that the call is supposed to help modders get the most out of their mods and it’s not meant to be a “Get news about FS 17 development” call. Surely you can ask questions but please keep them modding related.

Christian Ammann aka “int” from GIANTS Software will be your host on our Teamspeak server. Please reply to this thread with “I want to take part” to reserve your slot. I’ll send you the login details for the Teamspeak server via private message before the call.

To make it easier for the start, feel free to post some initial questions you would like to have answers to or problems you encountered while modding here in this thread. It might be easier to “break the ice” in the beginning by just going through them first.

The upcoming major Update releases for Euro Truck Simulator 2 and American Truck Simulator will contain a host of improvements: from general map tweaks to AI improvements or improved gear shifting code, from xinput support to additional support for CSIO Technologies cool SKRS transmission shift knob to hardcore trailer connecting mode - more on this later. But today we'd like to focus on enhancements coming to World of Trucks contracts.

The biggest overhaul is hiding under the hood - a lot of our early experimental code running and storing data on our private server farm has been adjusted to run on way more scalable Amazon server infrastructure. As World of Trucks will be adding more game features over time, eating even more bandwidth, we realized that we have to move to the "cloud" pretty much with everything. This change removes several bottlenecks and frustrating hick-ups you may currently experience when connecting to World of Trucks.


External Contracts will work across all of the official map content in the games - full support for American Truck Simulator is coming to World of Trucks at last, as is support for the map DLCs in...​