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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.

Over sixty people are now contributing on a daily basis into the growth and improvements of Euro Truck Simulator 2 and American Truck Simulator, and this number will continue to grow. There is some Big Stuff in production in our labs; projects that we keep iterating on until we feel that they are ready for release. Sometimes it takes a while until we are truly ready. You can be sure that we feel the same sentiment as you - we wish that SCS were able to release new maps and vehicles faster, too!

We are trying hard, SCS has been on a hiring spree in recent months, we have four new talented developers joining our map and vehicle teams just this month. Actually our office space is about to reach 100% capacity full, so we are negotiating our options to make sure we can hire even more people. We may end up renting more space in our current building, or maybe even moving on to a new location again eventually.

The one area where we have become very productive over time is creation of country-specific paintjob sets for Euro Truck Simulator 2. We know that paintjobs are Small Stuff - and a bit controversial for some of you - as we are all impatiently waiting for the Big Stuff to appear. But we still owe paintjobs to a lot of fans who have not had their home country covered yet. We are now confident that we will be able to create paintjobs for all the countries which you can visit in the game, and some more for countries where we know there a lot of ETS2 players.

For now,...​
  • Bugfixes
    • Fixed tiles in blueprints. more[forums.factorio.com]
    • Fixed the duplicated message on load error in multiplayer. more[forums.factorio.com]
    • Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. more[forums.factorio.com]
    • Fixed that switching brush shape in the map editor didn't update the selected icon highlight. more[forums.factorio.com]
    • Fixed that label/checkbox padding was applied twice, moving the rendered text to be out of place. more[forums.factorio.com]
    • Fixed that map (chart) wasn't properly updated when existing map was edited in the map editor. more[forums.factorio.com]
    • Fixed crash when the character would die from mining something. more[forums.factorio.com]
    • Fixed crash when robot can't find charging spot when stationing. more[forums.factorio.com]
    • Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule. more[forums.factorio.com]
    • Unified the electric network statistics...
  • Fixed loading of electric network of pre 0.12 saves.
  • Fixed blueprint building. Blueprints are migrated as long as you load the version 0.12.30 or earlier, existing bluepritns might be off if you resaved in 0.12.31 already.
  • Lua interface to create blueprint now expects the entity positions to be relative to center exactly, so in rail-less blueprints, the position 0.0 translates to center of the tile when the blueprint is built.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Hello all,

This week's instance of FFF is brought to you by cube, your friendly neighbor
clueless network programmer. This post will be more technical than usual, so let us know if you found it interesting.

Things go on

The week has been spent mostly on pushing forward in multiple of ongoing areas in the development for 0.13. Robert is working on Combinators, Posila and Vaclav on Fire and Flamethrower Turret, Martin is immersed in Factorio modportal and its integration and Tomas and Ondra have been tweaking some Multiplayer Matching server stuff. While Kovarex has spent most time on the 0.12 bugfixing. Albert is back home for a week so the full speed gfx work will happen from next week on.

The Problem

Factorio has long had problems with map upload speed.
As usual the hard problems they always appear "out there" and never when you're looking for them,
so while we were getting a steady stream of bug reports about this problem, we
could never replicate it.

You might ask why do we even need to upload the whole map when the player might
end up seeing just a tiny part of the world anyway.
AAAAnd the answer is: That's just how it works :).
Essentially it's because Factorio runs a lockstep simulation and every player needs
to have complete information about the whole map.
This has been discussed in slightly more detail in
an older blogpost[www.factorio.com].

Now that...
SCS Software Arizona road network
Arizona is not just more of the same. Our work on California and Nevada started well over two years ago, and even though we kept polishing the game all through the development cycle, the map design process and the roads were largely based on our older generation of tools and prefabs. Meanwhile, our tool-chain has matured considerably with the ETS2 team's work on Scandinavia and Vive la France, and for Arizona, the ATS team is using the power of the new modular system to put the road network together.

[​IMG] [​IMG]
Things look sharper with higher resolution textures and better continuity of segments. But more importantly, rather than having to do with the limitations of huge monolithic prefabricates in places of intersections, the modular system is bringing way more flexibility. We can get the intersections to look closer to their real-world inspirations at particular locations. There is a greater variety of shoulders and side-walks, we can mix in elements like unique authentic pillar types and matching bridge segments for given interchanges.