Jump to content

All Activity

This stream auto-updates     

  1. Earlier
  2. Read this post on our website.[factorio.com] The launch party (Klonan)To celebrate the launch of the game later this summer (only 6 more FFFs to go!), we have decided to throw a party! It is going to be at the same venue as our 1 million sale party (FFF-192[www.factorio.com]). It will take place on Friday the 4th of September, 2020, at Žluté Lázně[www.zlutelazne.cz] here in Prague. We are inviting a lot of people to the party, such as other Czech game developers, Youtubers, and of course we will be there. As we want you (the fans) to be able to come, we have some tickets for sale. The reason to sell them, rather than give them away, is so that we don't have 'messers' saying they will come when they don't intend to. You can buy a ticket here[factorio.com]. While the COVID-19 pandemic might be 'over' here in Czechia (Czechs hold 'farewell party' for pandemic[www.bbc.com]), the reality is, the situation could change with great speed. It is likely many won't be able to come due to travel restrictions, or we may even need to cancel the event. Please keep this in mind while you are considering whether to come. We hope everything lines up in our favour, and we look forwarding to meeting you. High resolution power switch (V453000, Dom)One of the leftover entities that didn’t get the love of a high resolution update yet is the power switch. It has waited this long mostly because we weren’t sure about its design and because it is not a very frequently used entity. However, after all this time we don’t have better ideas for the design, so we don’t want to change it significantly. And of course we have other higher priority things on our plate now, so reworking an infrequently used entity doesn’t sound too pragmatic. Other than that, the 3D source file is a mess, unsurprisingly as it’s the first thing (FFF-102[www.factorio.com]) I worked on for Factorio. Back then I was trying to create a texture painting system where we could paint RGB masks instead of grayscale ones, to control multiple channels at the same time. Not only was this not as useful as I had thought (it was more efficient for me to just get used to switching between textures), but unfortunately this also caused something in Blender to go wrong, and the scene crashes frequently. Luckily I was able to combine forces between Blender 2.8 where I could actually paint textures but couldn’t render, and 2.79 where I could render but not paint. If you’ve been even remotely following the development of Blender, your first question is probably why are we not using 2.8 as it’s been out for quite a while now. Our workflow is quite specific and the early versions of 2.8 simply didn’t support all of the obscure features that we use. On top of it all, we have a lot of tools and scripts that would probably break in 2.8, and eventually it got so late in our development cycle that we couldn’t just afford to be insecure about our software, when 2.8 introduces all kinds of new changes. We’re very much looking forward to switching to 2.8 after 1.0. Here we have a high resolution version of the power switch, including a destroyed version from our remnant specialist Dominik.By the way, the power switch was actually one of the first entities we had high resolution sprites for. I had prepared them shortly after finishing the power switch years ago. However the way we create high resolution entities was only really established a while after that, so it wouldn’t fit today any more. We plan to release the updated power switch next week. View the full article
  3. Colorado boasts having some of the best wildernesses and mountain ranges in the United States, and from our previous research trip, it's easy to see why. However, while drivers are enjoying the scenery, we need to remember the reason for our journey! Let's take a closer look at some of the new key industries that will be arriving in our upcoming Colorado DLC for American Truck Simulator. Being a state that promotes its natural beauty, Colorado is always looking at ways of using clean-energy to protect the environment. One of the many investments the state has made is into using windpower as a main source of energy. In fact, Colorado has one of the largest wind farms in the nation, with over 400 wind turbines generating enough power for 90,000 homes! So it's no surprise that Colorado is home to the number one wind turbine company in the USA, with a highly trained workforce that builds more towers than any other facility in the world. With unique parts and equipment always on the move from the factory to wind farms across the states, we hope you will be a BIG fan of this industry. Wind turbines might not cool you down on a hot day, but a cold bottle of soda will! Colorado is also home to a variety of bottling plants, each producing and distributing an assortment of different beverages which drivers can deliver to locations across the states. Trucking isn't the only form of transportation to handle logistics however, on any given day more than 2,000 cargo flights are in the skies above America. Denver International Airport is the 20th-busiest airport and sees millions of passengers, packages, mail and more, pass through its terminals and hubs every year. Drivers will play an important role in the transport of cargo to and from the airport, and with new arrivals everyday, you never know what you might be hauling next! We are excited for you to check out these new industries in the future, but until then, if you like what you see, make sure to add Colorado to your Steam Wishlist! https://store.steampowered.com/app/1209471/American_Truck_Simulator__Colorado/View the full article
  4. From wide open roads to larger sized trucks, everything in the American Truck Simulator world does appear to be a little bigger when compared with its European counterpart. However, one thing that does stay consistently large no matter where you are, is the size of our Special Transport loads! In the upcoming state of Idaho for American Truck Simulator, owners of the Special Transport DLC will have 3 new routes to drive with the assistance of local law enforcement and escort vehicles. These routes are: Boise to Grangeville Idaho Falls to the Challis (near Salmon City) Twin Falls to NampaEach journey will come with its own challenges. So make sure to adhere to the GPS advisor and speed limit which have been set-out for you before your departure, as there is no room for mistakes! If you are not an owner of the Special Transport DLC, be sure to pick it up whilst the Steam Summer Sale is still ongoing. You can find a wide range of our products from both ourhttps://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/ETS2 & ATS catalog at a discounted price. Also, if your excitement for Idaho is BIGGER than these loads, make sure to add it your Steam Wishlist! We thank you for your continued support and we can't wait for you to drive the roads of Idaho for yourself. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/View the full article
  5. Ever wondered what it is like to walk around the moon? dream no further! Today, we are taking a closer look at one of Idaho's National Parks that is famous for its volcanic history and moon-like landscape. So how did this part of Idaho become so alien like? Between 2,000 and 15,000 years ago, the area now known as the 'Craters of the Moon National Monument' was formed during eight major eruptive periods, in which lava erupted from the Great Rift, a series of deep cracks that start near the current visitor center and stretches 52 miles. Since its last eruption, the lava has cooled to form an unusual terrain with volcanic rocks, lava flows and rich dark soil. This desolate, yet sublime landscape is also known for its connection with space. The Craters of the Moon National Monument allows visitors to explore a moon-like surface without ever leaving Earth. In fact it's so close to the real deal that in 1969, NASA sent some of it's best-known astronauts to prepare and receive training for their future Apollo lunar mission. Unfortunately drivers of American Truck Simulator wont be able to drive on the moon anytime soon, however; you will be able to get close to the experience in our upcoming Idaho DLC in which we are proud to feature and preserve this unique american national monument virtually! Also as a bonus for today's blog, we are excited to share with you some exclusive gameplay footage from Idaho! Join us for a ride as we drive between Boise to Grangeville for a preview of what Idaho state has to offer. Take a watch of it at our official YouTube channel below. https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/ View the full article
  6. Read this post on our website[factorio.com] Locale plan update (Klonan)Earlier this week I received the English proofreadings from Altagram, and overall I integrated over 500 suggestions into the game. Most were small, such as replacing "can't" with "cannot", things like that. It was the exact sort of external scrutiny we really needed, as it showed some areas where we were quite inconsistent. It feels like things are in a better place now, even if the majority of changes are relatively unnoticeable. However it was very noticeable to our great community translators on Crowdin. When we update the English strings, the translations have to be updated on Crowdin. For the last few days I've been working through the issues raised on Crowdin, and there was a lot of good input on that last 1% of the changes. So this concludes the 'English proofreading' phase. Starting on Monday, Altagram will start proofreading the target languages, and filling in any missing strings where needed. This should take about 3 weeks. Since Altagram has their own translation system for their team, it isn't really feasible to include Crowdin in this part of the work, they will just take the content from Crowdin at the start of the process, and after 3 weeks, push what they have back to Crowdin. So any translation work by volunteers on Crowdin for these 3 weeks would be wasted. So we ask that, if you want to volunteer your time, save it for a little while. Any work done on Crowdin this weekend will be included. We deliberately made this buffer between the English corrections and the Target proofreading so that the players on Crowdin have an opportunity to contribute before Altagram starts. After Altagram has pushed their corrections back to Crowdin, we will start the 'Community review' part of the process. This is when the work that Altagram's team has done is reviewed by players and feedback is given to Altagram via Crowdin issues. This helps us make sure the terms of the translations are consistent with the established community usage, and ensure there are no contextual issues or misunderstandings. The plan for trailers (V453000)Rather recently we’ve started working on trailers, and first of all we needed to decide what exactly we want to do with them.The goal is that we will have the main trailer updated to the latest graphics, as all of it is rendered by a Lua script. It of course won’t be absolutely the same, since many things have changed or have been added, but we are going to try to match it as close as possible as we are very happy with this iconic trailer. We are very happy with the other one as well, but we won’t update the Gameplay trailer, at least not for now. This has multiple reasons - mainly that it’s created entirely by manual screen recording which is a lot more work to try to replicate, and the gameplay message of it is still relevant today. It’s not helping that if we were to revisit this trailer, we’d like to make some changes/additions to the voiceover, which would mean creating a completely new voiceover, as added parts would just not feel perfectly integrated. Long story short, we’re aiming to prepare a new third trailer dedicated to releasing 1.0 instead. We believe a special 1.0 Launch trailer will have more impact than just refurbishing the existing gameplay trailer, as it is more interesting to provide something fresh, tailored specifically for its use case. Last but not least, the release of 1.0 is a big milestone and we find it appropriate to give it its own trailer. 1.0 Launch trailer preparations (V453000)Of course I’m not going to spoil all the details of what is actually going to be in the new trailer, but there is one specific section I have so many feelings about, it’s irresistible not to share them. Factorio is much more than just the result product. It’s been a journey, and a very unique one. I think the process of how Factorio has been created is so important to the result, that it’s worth giving it a special place in the new trailer. More specifically, this will be done by a series of clips, ranging from Factorio 0.1, transitioning all the way to 1.0, showing how Factorio evolved over the years. There isn’t enough time to go through all of the major versions as the trailer is going to be rather short, so I reduced the selection to versions:0.1 as "the original idea";0.6 as "the prototype" (0.7.0 was released with FFF#1);0.12 as "the early access game" (stable 0.12 was the first version on Steam Early Access);0.18/1.0 as "the version for launch". It is technically possible to load a savegame from 0.1 in 0.18 if you go through the necessary middle-version steps. So I just started casually playing version 0.1, imagining I’d just continue it in 0.6, build a bit there, then jump to 0.12, and so on... Note: none of the images below are final, as the trailer is being worked on. A random factory being built in 0.1 When I had a small factory built I started to wonder how do I actually bring this to 0.6... As always, it’s not that simple. While technically working, loading obviously does not handle all of the changes to the game, like map generation, entity sizes, or recipes... A random factory being built in 0.6 I didn’t even bother trying to migrate after realizing that this would mean I’d have to show 0.18 with 0.1 map generation, and just tried to build a new factory in 0.6 and then again a new one in 0.12. This seemed like a reasonable approach as each of the versions works quite significantly differently, so the resulting factories should also be different, right? A random factory being built in 0.12 Not so much. Since the trailer is short and quick, it’s absolutely critical to minimize confusion as much as possible. This is why after a few days I restarted it all, and started by designing the final clip in 0.18, and going backwards, with the aim to have the factories look very similar. Of course newer save games can’t be loaded in older versions of the game, so I just had to take a screenshot of a factory with a grid, and try to replicate it in the older version by hand. Having played each of the versions earlier at least gave me a good overview of the differences between versions and made it easier to realize what should be highlighted in each. A concept of a factory for the trailer in 0.18 When I create factories for screenshots (like FFF), I almost always use the /editor as things can be done very quickly that way. It wasn’t necessarily a surprise that 0.12 did not have the same editor as 0.18 does, but I was completely shocked actually experiencing the differences. A concept of a factory for the trailer in 0.12 For example, console commands could not be run in the map editor, entities would get removed by X instead of normal clicking, blueprints would not place real entities, the game could not be unpaused in map editor (making placing items on belts almost impossible), and so on. And it wasn’t just the map editor, having gotten used to Cut/Copy/Paste, pipette and Shift+R and so on, the game suddenly felt extremely clunky to use and everything took much longer than it normally takes. I placed in map editor what I could, and after that put a lot of items in chests to build more, and spent some time playing the factory, making science and generally making the factory run in order to have things move in the final video. A concept of a factory for the trailer in 0.6 The process was getting progressively more difficult with 0.6 and 0.1, some things making me actually laugh instead of cry, or both. I’m not going to paste our complete changelog from the last 8 years, but I’ll just point out a few things that really stood out.The old quickbar was so confusing, I could never find things in my inventory, because they were hiding in the quickbar.Technologies did not guarantee that if you unlock something, you are able to craft it. No technology tree view without a search function made this even harder to find something.Hand-crafting did not automatically craft intermediate ingredients in 0.1, making crafting feel a lot worse.In 0.6, trains had to be connected by the "Connect rolling stock" hotkey after being built. I never knew this was the original purpose of that hotkey.When taking an entity in your cursor, it automatically rotated to be facing towards you (just like in minecraft) in 0.1... in a 2D game it does not make nearly as much sense though, and I was totally confused what was going on until kovarex explained it to me.I definitely forgot to build a vertical train station longer because trains didn’t stretch in 0.12 like they do now.Building rail signals and train stations is a lot of pain without the visualisation helpers we have now. A concept of a factory for the trailer in 0.1 You can see the last few screenshots always share some features. This will be even better in their final version, making the video flow much better between these clips. It felt quite interesting to just play the old versions after all this time. In a way it felt like playing a different game or some spinoff. Apart from the immediately obvious differences in graphics, the core idea of mining-smelting-assembling was still there, but with so many differences... Especially in the interaction, it’s usually small differences, but they really add up. This really made me appreciate what we have come to so much more, and in a way remind me that the details we’ve spent time on were really worth it. Eventually I got through it all and I can now record clips for the trailer. You’ll be able to see them on 14th August. View the full article
  7. Following up from the Announcement of the ATS 1.38 Open Beta[blog.scssoft.com], we are excited to offer the community a glimpse of the upcoming 1.38 version's improvements, fixes, and new functionality for Euro Truck Simulator 2. It will still take at least several weeks before the full 1.38 release; please keep in mind that this is the first raw open beta, and very much still a work-in-progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter over at the appropriate section of our official forums[forum.scssoft.com]. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out. So, what can you expect to find in the 1.38 Open Beta for ETS2? Let's take a closer look! First off, the city of Lille has received a reskin, which includes new road networks, updates to existing junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more! Some of the main changes include updates to road junctions have been re-worked to be based on more true-to-life layouts. Road signs and roads in general have also been updated with more accurate, realistic and detailed textures. You can find a dedicated blog post[blog.scssoft.com] on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Lille and let us know what you think through our social media channels. Another significant change that has been made in 1.38 is to the various truck dealerships located across Europe. Each represented truck brand now has its own unique dealership design. All dealerships locations across the Euro Truck Simulator 2 map have received a refresh, so make sure to re-discover them in-game as you drive past (trust us, it is well worth the stop!). We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows. So what exactly does this feature mean for our players? To break it down as simply as possible, SSAO adds missing shadows where they should have been and improves shadowing in general. It also improves the look of glossy surfaces (such as paint and chrome). SSAO improves the driving experience and overall visual look of the game, however, this comes with an impact on performance. Technically, it is a post-processing pass on the whole rendered screen at the full internal resolution, so a lot of maths for each pixel. Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines will feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely. The easiest way to explain to you the benefits of using SSAO is by showing you a range of comparison images, take a look! Keep an eye or two on our blog because we plan to bring you more info about the SSAO in its own dedicated article soon! We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use when purchasing or tuning their truck to paint it. You now have the option to input specific color codes (HSV, RGB, and HEX). Also, in addition to saving color presets for just a single color, the color picker now supports saving a preset for all paint job colors at once. This way a player can store and easily try out a saved color set with other paint jobs. With this feature, we have also extended number of user-defined color swatches from 8 to 40, for your coloring pleasure. We know that many drivers like to match their truck's colours across their whole fleet, so we hope this feature is useful to you. The DAF XF Tuning Pack has also received a small update which will now allow all DAF trucks chassis covers to be painted. We look forward to seeing how drivers will take advantage of this new customization on their DAF fleet as we know many drivers like to match their truck colours. Be sure to tag DAF Trucks and SCS Software on our social media channels with photos of your newly painted vehicles. There have also been changes made to our GPS Route Advisor, which now features a cleaner and more modern-looking UI allowing for a larger on-screen map view. That's not all however, as we also added new information for drivers using checkpoints for their journeys. Players will now be able to see useful information on their next checkpoint marker such as the distance to their next checkpoint, and their estimated time of arrival through their GPS and world map. On the subject of maps, this open beta also includes a lot of bug fixes across the whole ETS2 map. Many of these bugs were reported from players from our community, so thank you for your reports! They really do help make a difference for others to enjoy a more smooth and immersive gameplay. The FH Tuning Pack for Volvo Trucks have also received a small update based on feedback from our community. Drivers can also expect to find new tuning parts including front wheel covers, side deflectors with LEDs, stock front bumpers and rear top fenders with plastic and chrome options. We are also happy to bring 3 new Special Transport routes for drivers to take on in our latest map expansion for Euro Truck Simulator 2, Road to the Black Sea. These routes are: Resita to Targu Mures Istanbul to Edirne Pleven to SofiaEach journey will come with its own challenges. So make sure to adhere instructions given on the GPS advisor and the speed limit which have been set-out for you before your departure, as there is no room for mistakes! This addition will come as a free update for owners of Road to the Black Sea and Special Transport for Euro Truck Simulator 2. MAP Lille re-skin Unique Truck Dealerships Special Transport routes in Road to the Black Sea - Resita to Targu Mures - Istanbul to Edirne - Pleven to SofiaVEHICLES Automatic transmission improved (shifting points, adaptive modes) Paintable chassis covers for XF Tuning Pack Fixed steering deadzone New tuning parts added to the FH Tuning PackFEATURES Visual improvement - procedural ambient occlusion generation (SSAO) Route Advisor redesigned Navigation ETA to the next waypoint in route adviser and in world map Tobii eye tracking presets RGB colorpicker redesigned -Added RGB, HSV and hex inputs -Predefined color presetsSOUND Update to FMOD 2.01.01 Individual horn sounds for each truck Fixed the retarder sound when the engine is off AI - exclusion of gear-shifts for trains and electric vehiclesSo enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section[forum.scssoft.com].Please check our modding wiki[modding.scssoft.com] to get details pertaining to mods for the game.If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.38 public beta. No password required.View the full article
  8. Bugfixes Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. more[forums.factorio.com] Fixed alignment of number input entries. Fixed that undo didn't remove deconstruction task to remove things in the way. more[forums.factorio.com] Fixed stray tooltip bug in the map generator window. more[forums.factorio.com] Fixed of saving control inputs related to mouse buttons 4+. more[forums.factorio.com] Fixed minor clipping issue. more[forums.factorio.com] Fixed that train fuel request were unreliable. more[forums.factorio.com] Gui Windows with item and count to be selected have count/confirm buttons disabled when item is not yet selected. Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Added an interface option to show both crafting and logistic windows in the character screen. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  9. Next time you are cooking up a meal and you add a dash of olive oil to your pan, take a quick glance at the back of the bottle, as there is a good chance that it was produced in Iberia! Spain is renowned for producing some of the best olives in the world, which are then used for both for making olive oil and for eating as delicious table olives. In fact, Spain produces about half the world's total olive oil, of which about 46% is exported, making them the world's leading olive oil producer and exporter. But how did olives become so prevalent and popular? The first olive trees were brought to Spain over 3,000 years ago by the traveling Phoenicians, the same people who supplied the country with its first grapes! Since then, the Olive industry has boomed with more than 350 million olives being grown each year on 250 different variants of olive trees. So it will come as no surprise that truckers in Iberia play an important role in helping export products of olive-oil and equipment for farmers who work on the vineyards across the region. So whether you are a fan of olives or not, we hope you will take the time to visit and be a part of this world famous industry. We are sure there will be plenty of work available for drivers to deliver this delicate and delicious cargo! Are you excited for Iberia? Then be sure to add it to your Steam Wishlist! You can also check out our Instagram[www.instagram.com], Twitter, and Facebook[www.facebook.com] profiles for more exclusive pictures. https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/View the full article
  10. Changes Full English text proofreading and corrections. Bugfixes Fixed Trains gui listbox labels not being readable when hovered. more[forums.factorio.com] Fixed a crash when using LuaChunkIterator. more[forums.factorio.com] Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. more[forums.factorio.com] Gui Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections. Modding All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. more[forums.factorio.com] Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists. Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order. Added CharacterPrototype::has_belt_immunity bool (false by default). Entities no longer require the order string be set when there's no item-to-place them. Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic". Added TurretPrototype::attack_target_mask and ignore_target_mask. more[forums.factorio.com] Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. more[forums.factorio.com] Scripting Added LuaRecipePrototype::unlock_results read. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  11. The #OperationGenoaBridge event is a success and we couldn't be more proud of our community! This task was by no means small, yet drivers from around the world united in Euro Truck Simulator 2 to help complete a new state of the art bridge in Italy. With beacons ablaze and goal in mind, you set out on June 4th to deliver materials, fuel, and construction vehicles back and forth from each of the west and east depots. Just 24 hours after the event started, you had already reached 200,000 deliveries, and 72 hours after that, our community had smashed through the halfway mark of 500,000! However, putting together this event was by no means an easy task. From creating cut scenes, special companies for the event to finding a road network solution that allowed everyone to take part; this was one of the more technically challenging events our team has created. We were very happy to learn that you really enjoyed the extra effort and detail that went into this event, especially the cut-scenes and the way the bridge was lit up at night in the colors of the Italian flag. You also flooded our social media channels with many pictures & videos, with hundreds upon hundreds of posts on Twitter and Instagram with the hashtag #OperationGenoaBridge. It was great to see virtual trucking companies, streamers, and truckers from around the world participate in completing this event. Drivers who took part in TruckersMP were among some of the more patient truckers, where traffic jams of up to 3 hours were reported! [1.bp.blogspot.com] Many drivers even went the extra mile by completing more than the required personal goal. Some individuals even achieved over 100 personal deliveries during the event, incredible! To all of you we say thank you, no matter how large or little your input, you have helped complete and bring the new Genoa bridge into the Euro Truck Simulator 2 world. While the real-life Genoa Bridge is still set to open in July of this year, we are excited to open its virtual counterpart for truckers in ETS2 to drive on. This new state of the art bridge is self-monitoring using solar power and has a sleek and modern look. Don't forget to claim your rewards if you achieved your personal goal for this event! You can claim your rewards from https://worldoftrucks.com/by going to 'My Page' and then clicking on events. We hope you enjoy wearing your paint-job and hanging accessory with pride as a reminder of this event. We look forward to seeing your in-game pictures with this newly completed bridge which you can share with us across our social media channels (Facebook, Instagram, Twitter). We'd like to once again thank you, our #BestCommunityEver, for heeding the call to help take part in this special World of Trucks event.View the full article
  12. We are always excited to show our community what changes and updates we are working on for the next version of Euro Truck Simulator 2 and American Truck Simulator. Today we want to focus on one of the bigger changes drivers in Europe can expect to see in the upcoming 1.38 update. Introducing the French city of Lille, an important logistics link for truckers travelling between Belgium and the Netherlands, but not as you may remember it in Euro Truck Simulator 2. Lille has received a major reskin, giving it a fresh and up to date look for 1.38. So what exactly has been changed? Let's take a closer look. As you can see from these comparison shots, many of the older vegetation models such as trees and wildflowers have been replaced with newer ones, which gives the city a completely new look in terms of natural beauty. Another major change made to Lille is to its roads and junctions; many of the road junctions have been re-worked to be based on more true to life layouts. Road signs and roads, in general, have also been updated with more accurate, realistic, and detailed textures. While many of the major changes are quite obvious, we will leave it up to you to explore Lille for yourself to spot them all! We look forward to sharing more with you about what is to come in 1.38. Watch this space and keep an eye on our Facebook[www.facebook.com], Twitter, and Instagram[www.instagram.com] for the latest news and announcements. View the full article
  13. Not much time has passed since the last update of American Truck Simulator, and here we are again, excited to offer the community a glimpse of the upcoming version 1.38 improvements, fixes, and new functionality. It will still take at least several weeks before the full 1.38 release, please keep in mind that this is the first raw open beta, very much still a work in progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter at the appropriate section of our official forums[forum.scssoft.com]. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out. So, what can you expect to find in the 1.38 Open Beta for ATS? Let's take a closer look! First off, the city of Las Vegas has received a major revamp, which includes new road networks, updates to existing interstate junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more! Some of the main changes include new Interstate connection (515), an overhaul to the US-93 junction, and correct positioning of the 'Welcome to Las Vegas' with a new pedestrian island. You can find a more in-depth blog post[blog.scssoft.com] on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Nevada and let us know what you think through our social media channels. Las Vegas isn't the only part of the American Truck Simulator world to receive an update in 1.38, one of the more noticeable changes are to Truckstops. From our previous trips[blog.scssoft.com] to the USA to community feedback, we have learnt a lot about these vital services for drivers. One of the first changes you will notice at Truckstops in ATS is that fuel stations now have lanes with appropriate width for trucks to pull up and refuel in. This is because, in reality, most trucks refuel from both sides and not just from one side like a regular car. We have also implemented (where possible) guidance lines to help drivers line up their trucks to avoid damaging their vehicles upon entry and exit. Plus there is a completely new truck stop placed on the US-111 road now! Aside from the changes related to gas stations and truckers' resting areas, we've also implemented a few more content changes across the map. In this update, you will find that Utah has a new road to drive on, the UT-56, but that's not all! The city of El Centro received a large revamp and we also added the US-191 in Arizona. We also made a few minor changes in preparations for future connection to Colorado in New Mexico's Shiprock and made layout corrections to the nearby US-491. We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Better known in it's shorter form, SSAO creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows. So what exactly does this feature mean for our players? To break it down as simply as possible, SSAO adds missing shadows where they should have been and improves shadowing in general. It also improves the look of glossy surfaces (such as paint and chrome). SSAO improves the driving experience and overall visual look of the game, however, this comes with an impact on performance. Technically, it is a post-processing pass on the whole rendered screen at the full internal resolution, so a lot of maths for each pixel. Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines would feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely. The easiest way to explain to you the benefits of using SSAO is by showing you a range of comparison images, take a look! Keep an eye or two on our blog because we plan to bring you more info about the SSAO in its own dedicated article soon! We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use to paint their trucks when purchasing or tuning their truck. You now have the option to input specific color inputs (HSV, RGB, and HEX). Also, In addition to saving color preset for just a single color, the color picker now supports saving a preset for all paint job colors at once. This way player can store and easily try paint job color set with other paint jobs. With this feature we also extended number of user kept color swatches from 8 to 40, for your coloring pleasure. We know that many drivers like to match their truck colors the same across their whole fleet, so we hope this feature is useful to you. MAP Las Vegas city revamped (I-515/I-11 interstate bypass + the whole city switched to the template road system) US-191 road implemented UT-56 road implemented + reskin of a little stretch of US-93 around Panaca settlement CA-111 - new truckstop added El Centro revamped New company in Logan, UT (Plaster & Sons) Reworked all truck stop gas pumps to be more realistic. More realistic dimensions and the logic of how they work NM Shiprock redesigned + piece of US-491 Various map fixes VEHICLES Automatic transmission improved (shifting points, adaptive modes) Las Vegas: New ambulance and fire truck FEATURES Visual improvement - procedural ambient occlusion generation (SSAO) Route Adviser redesigned Navigation ETA to the next waypoint in route adviser and in world map Tobii eye-tracking presets RGB color picker redesigned Added RGB, HSV and HEX inputs Predefined color presets SOUND Update to FMOD 2.01.01 Fixed the retarder sound when the engine is off AI - exclude the gear for trains and electric vehicles So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section[forum.scssoft.com]. Please check our modding wiki[modding.scssoft.com] to get details pertaining to mods for the game. If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → public_beta → 1.38 public beta. No password required. View the full article
  14. Read this post on our website.[factorio.com] New website (Sanqui)Over the course of the past year, you have seen the team put a lot of effort into polishing the game to get it ready for a full release. There's no doubt this is the most important effort here: we're all here to play the game. At the same time, the website is often the first thing people encounter—and in for many, return to every week! Unfortunately, until this point the looks of our websites have been neglected. The current set of websites are a complete mishmash of styles that are not coherent and do not fit with the look of the game. Which website am I looking at again? We set out to rework the looks of our websites last year to make them harmonize with the final game. Albert and Aleš worked together to design the new website and make mockups in a process not too dissimilar to the GUI work in the game. Of course, web technology is a different beast from anything the game uses. My task was to take the mockups for each page and implement them as closely as possible (my own creative liberties notwithstanding). The process from original page to mockup to the new version My approach to creating websites is conservative, and in a way mirrors the philosophy we use when developing the game. The Factorio website doesn't use a fancy modern JavaScript framework. I'm not a JavaScript hater. There is no harm in using JavaScript to make parts of the website interactive, and of course many web applications wouldn't be possible with it. But for a website like ours, avoiding the use of bloated JavaScript frameworks helps keep everything load and render quickly, and of course the website can be browsed without JavaScript as well. To get the looks right, I set out to create a CSS framework to visually mimic the Factorio GUI style[factorio.com]. Where possible, I avoided the use of images. This keeps the page fast and ensures it stays sharp on all resolutions and levels of zoom. For instance, the buttons match their game counterparts closely, but are made only using shadows. The only exception is the arrow facing to the right, which simply isn't possible to reproduce using CSS (I tried!). However, even then the performance is kept slick because the graphics for it are embedded in the stylesheet. The layout for new pages with sleek grids is enabled thanks to modern CSS technologies like Flexbox and CSS grid (no floats, no tables). At the same time, the mod portal also received the new design. I also took the effort to unify login sessions between the main website and the mod portal, so you no longer have to log in twice. This Friday Facts is the last time you're seeing the current (old) style, so enjoy it while it lasts! The new website will go live sometime next week. Once the new design is out, don't forget to click on the rocket! Website content update (Klonan)My part in the website update was going through all the pages and updating the content, with a side goal of reducing overall the number of pages we have, either by merging pages or just deleting pages we no longer value. Since 1.0 is so close, I decided to just 'pretend' that 1.0 is already out, and update the content to match it. That means there is no mention of early access, ongoing development, roadmaps, alpha releases, etc. This allowed me to clean up quite a lot of the pages, and make them much neater and more clear. This might cause some confusion until 1.0 is actually released, but that's just 2 months away now, so its not a big concern for me. Artwork pageWhile going through the Presskit, I found myself wanting to include some of the 'cool' images that we've made over the years that aren't really screenshots. Things like the 2020 Rocket poster, or the Player and the biter giving a toast the new year. Initially I thought I would just throw them in the Presskit page willy nilly, and that will get them out there. We have some really nice images that are good for things like Youtube thumbnails, Website articles and reviews, etc. so I really wanted them to be accessible at least somewhere. However having them only on the presskit might mean they aren't really discoverable to the average player or new website visitor. So I decided to add a brand new page, the Artwork page. Initially I just added the nice flashy posters, the 2020 rocket, GDS cover, etc. but I figured there are lots of interesting images we can include from the years of publishing the FFFs. So I went through all the 350+ blog posts, to try to find the best images to put up on the page. I wanted to avoid images that shows old graphics or potentially confusing/outdated information. It feels like this Artwork page is a great showcase of all the work we've done over the years, and I am really happy with how it turned out. Gathering the best images and compiling them into the single page, it started to seem like we really are reaching the finish line, and we will have some closure on the alpha development. Its been a long journey, and while we have a lot to look forward to with Factorio development, part of me feels a bit sad knowing this chapter of the game is drawing to a close. View the full article
  15. With the Operation Genoa Bridge event[blog.scssoft.com] still ongoing and the bridge nearing completion, you may have noticed that Euro Truck Simulator 2 received a small update on Steam earlier today. Don't worry, we did not release the next update behind your back. It was actually a focused, small but important mini-update that deserves explaining. This 'rebalance package', as we like to call it, contains numerous sound improvements and adjustments. Our SFX team keeps working hard on sound improvements, the sound revolution in the update 1.37, and switch to the FMOD library was a critical junction but not the final destination for them. We received a ton of feedback from our community, and most of these changes come as a response to this input. It is quite possible that you can see further mini-updates in the future, outside of the big "point release" update cycle, as we continue to keep addressing your reports. Today's update carries a few SFX changes such as: Polished sound transitions (e.g. for both loaded and unloaded engine/rpm)Several new sound samples for AI vehiclesOverall re-balanced sounds, and volumesAnd more! As we said at the beginning of the year[blog.scssoft.com], we still have a long journey ahead in bringing better and more realistic sounds to our games in general. We know that with the help of our community, we can achieve our goal. Collectively, we have vast experience across the whole spectrum of vehicles and their specs. Please continue sending us your feedback, particularly with the sounds. You can also stay up-to-date by subscribing and receiving information and notes about smaller updates on our ETS2 forum[forum.scssoft.com], Steam, as well as our ATS forum[forum.scssoft.com] and Steam. Thank you!View the full article
  16. Graphics New beacon graphics. Features Changed fluid mixing to a simpler version that only checks when manually building most things. Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs. Gui Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before. When selecting an element from a slot that has already value, the selected value is now going to be highlighted with the related tab (if applicable) selected. Bugfixes Fixed a few weird pixels in heat exchanger East sprites. more[forums.factorio.com] Fixed player mining animation had the backpack affected by the color mask. more[forums.factorio.com] Fixed mining drill status after disconnecting it from logistic network. more[forums.factorio.com] Fixed massive script time usage in Wave defense scenario after configuration changes. more[forums.factorio.com] Fixed that infinity GUI filters didn't list all items. Fixed issue with upgrading ghost of assembler with pipes. more[forums.factorio.com] Fixed new electric mining drill was missing integration layer. more[forums.factorio.com] Fixed crash when unit group is destroyed while its goto behavior is being updated. more[forums.factorio.com] Modding Changed beacon graphics definitions. Graphics are now defined in graphics_set prototype property. If graphics_set is not defined, old animation and base_picture properties will be loaded instead for limited backwards compatibility. Scripting Added LuaFluidBox::flush(). Added LuaPlayer::auto_sort_main_inventory read. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  17. Some of our more eagle-eyed fans may have spotted, in a recent blog post[blog.scssoft.com] showcasing our team's home work stations, a small teaser displayed on one of the desktops. Did you spot it? Whenever we manage to find spare capacity, we like to revisit a part of the existing world to improve upon our old work. Often it's a part of the training of a new map design team member. Sometimes, it's a concerted effort by our seniors to raise the quality of a particular location that we get a lot of heat about from the community. In an upcoming 1.38 update, Las Vegas, the entertainment capital of the world will be receiving a revamp to some of its road networks and surrounding scenery. So what changes can you expect to see? Let's take a closer look! One of the first things drivers might come across upon arriving is a new Interstate connection, which connects the I-15 to the I-11, known as the 515. This important route allows drivers to ultimately avoid driving through the city itself, which we are sure that any trucker with a tight delivery schedule will appreciate. A couple of important interstate junctions have also received an overhaul to their looks and road networks. The US-93 junction now features a more true to life layout; with the new option for drivers to exit and head into the city. The I-15 junction has also received a more up-to-date look to better represent what locals nickname 'The spaghetti bowl', and it's easy to see why! If you do decide to drive down Las Vegas Boulevard, you will see that this road been given a fresh redesign and that (most importantly for tourists), the 'Welcome to Fabulous Las Vegas Sign' is in the correct spot! This also features a new pedestrian island, where visitors can park and take a closer look at the world-famous sign. Truckers will also now find a truck stop located in Las Vegas, which has been redesigned to more accurately represent how tractors refuel from both sides of the vehicle. This new design will be eventually rolled out across more truckstops and gas stations in ATS, so keep an eye out for future blog posts talking about this topic! These are just some of the changes that are coming in 1.38 for Las Vegas, however, there are many more changes that are featured in this revamp. From new vegetation to more detailed ground textures and smoother road layouts, we can't wait for you to see it for yourself. With more changes to come in the pipeline, you can look forward to future blog posts with even more details of what is to come in 1.38 for American Truck Simulator and Euro Truck Simulator 2. Don't miss out and stay up to date with the latest news from us on our Facebook[www.facebook.com], Twitter, and Instagram[www.instagram.com]. View the full article
  18. Read this post on our website.[factorio.com] The Beacon Redesign (V453000) The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent FFF-339[www.factorio.com], Albert presented the updated and redesigned Beacon. After your responses we realized some issues we hadn’t seen with the Beacon before, and we have taken some time to think about it... The red tower design by itself is very impressive, which gave it so many plus points that we didn't focus enough on the fact that it is taking too much visual attention. In this case, this happens because of aggressive red colours, the big contrasty yellow eye-like circle, the entity being quite tall, and the electric beam animation. Random variations are usually helpful to make entities look nicer in clumps (like resources), but not in this case, especially as other built entities don’t have any variations. The options to take from here would be to either update the original design, adjust the red tower, or start a new redesign. The Beacon is a very special entity, either it doesn’t appear in a factory at all or very little, or it’s everywhere. It doesn’t really do anything by itself so it doesn’t really need to show much activity either. The original design has its own problems and also saturates the screen very quickly, as they are bright, also tall, and they always move, attracting attention to the movement constantly. As for the red tower, most of the top part would have to be removed which is almost a complete redesign already, but parts of the hole could be recycled for a new version... We chose to start a new redesign, with the design goal of the Beacon trying to take much less attention. The Beacon Re-redesign (V453000) For everything we generally respect the idea of height, in the sense that the higher something is, the brighter it usually looks. The less important background is usually darker, while the foreground (entities) is usually brighter, especially at their top parts. The red tower was put in a hole mostly to be able to create a really tall tower in a 3x3 bounding box yet not overlap the tiles above the entity too much. What could be done instead is to put the whole Beacon in a hole entirely and therefore make it generally darker and less noticeable. This way we would change its idea from a tower to an underground electronic/powerful entity, and try to explain that the effect is being transmitted underground by cables. Do notice that a lot of the meshes in the model are coming from Albert’s redesign, which was really helpful to get the new redesign done in a reasonable time. The beacon is generally less saturated than any of the previous designs, which again makes it less intense, and makes it fit better in its typical habitat of concrete tiles, though it looks just fine on more natural terrain as well. While the submerged design works well in terms of making the Beacon take very little attention away from the producer entities, there are multiple issues. Most importantly it doesn’t look like a Beacon on the first sight. As a side-effect, the Beacon starts looking very top-down without combating our perspective, though that would probably be possible to address by changing the design significantly. And so a tower clawed its way back into the concept, to explain how the effect is transmitted. Just a slim and lightweight tower though, without taking too much attention. The two black squares are actually module slots, and the Beacon now dynamically visualizes the modules inside. This is conceptually questionable, as we definitely don’t want to start a precedent of adding visible module slots to every single entity, but the Beacon has no other use than the modules, so we think it's an acceptable exception. The modules do take a bit more attention back again, but also remove some. With modules always visible, we could remove Alt-mode from the Beacon. This means whenever you toggle Alt-mode on, you’re only seeing the overlay change on the producer entities. See how much more breathing room do the assembling machines have in the screenshot above. As the Alt-mode overlay isn’t really useful most of the time on Beacons, we can afford to remove this visual clutter. It can of course be re-enabled by mods. The module slots are procedurally tinted, so if a mod adds custom modules, it only needs to specify the tints at the definition of the module item without touching the Beacon at all. https://cdn.factorio.com/assets/img/blog/fff-351-beacon-loop.mp4 It’s worth mentioning that one of the reasons why the Beacon got away without high resolution sprites for such a long time, is because it’s a late game entity for generally large factories, so the player mostly looks at them while zoomed out. As you can see in the animation above, the tower has a subtle glow animation that explains the effect transmission when zoomed in, while almost invisible when zoomed out, trying to balance between being interesting close in, and non-disruptive far out. The glow effect is also tinted by the colour defined by the module lights, in fact it averages the colour if two different modules are in the Beacon, which isn’t very useful for the base game but for some mods it could be a nice detail. As usual, we plan to release the new Beacon next week. Fluid Mixing Prevention - take 9001 (Rseding91) The original concept of fluid mixing prevention sounded great: mixing fluids is (virtually) never desired - so let’s stop it from happening - that's simple. This is the part where the movie stops and the narrator says: "But it wasn't simple, it wasn't even close to simple..." To keep things short I'll just say: complexity compounded with more complexity and an entire game built without the concept of "fluids can't mix" meant over a year and a half later there are still parts that can't be handled "gracefully". When the concept was first talked about it seemed... off. Mixing fluids is not desired - and the solution is to full-stop prevent it? But let’s take that same solution and try to apply it to something else: belts. Mixing belt contents is (mostly) not desired (people have gone full crazy and made setups around it... but that's another story). So what if the game tried to stop you from mixing belt contents? Sounds crazy to me. But it happens: belts get mixed and it's not as big of a problem as fluids getting mixed - why is that? Because there's a quick and easy way to fix the problem: just 'hoover up' the items from the belt and its fixed. There's no quick and easy way to fix mixed fluids - you have to pull up the entire length of pipe to get it all out. Even if you don't mix fluids - but just get the wrong one in a pipe - it's still a huge pain to fix. This idea isn't new - it was talked about back when fluid-mixing-prevention started - but it was recently brought up again and we decided to give it a try: simple fluid mixing prevention. Just try to handle the most common case - manually building things - and in the more complex cases where mixing might happen, provide a quick-and-easy way to fix it: a button to flush all of a given fluid from the pipes. https://cdn.factorio.com/assets/img/blog/fff-351-fluid-flush.mp4 This new simplified system will be ready for release next week, so you can give it a try and let us know what you think.View the full article
  19. : You can find the details for this event on the announcement page here. View the full article
  20. If you happen to be driving between Salt Lake City and Portland, you can be sure to see beautiful landscapes, magnificent forests, numerous small cities and even smaller towns along the way. However, there is one major bustling metropolis which is an essential stop for any traveler passing through, the city of Boise! Located in the West of Idaho, relatively close to the state border of Oregon on the I-84, is the capital city of Idaho. Home to many small businesses and several high-rises, it is the most populous metropolitan area in Idaho; containing the state's largest cities which include Boise and Nampa. But you won't have to admire this city from afar, as Boise will be one of the cities that truckers will be able to drive through in American Truck Simulator. You may even spot some ambulances, fire trucks and police cars with liveries unique to the city patrolling the downtown area as you pass through. Did you know that Boise also is also known as the City of Trees? The main reason behind this nickname is because of the state's abundance of (you guessed it!) trees! Idaho has a staggering 4.7 million acres of wilderness, which to put that number into perspective, is roughly the same size as US's three smallest states combined! Excited to visit Boise? Then be sure to add Idaho to your Steam Wishlist, and don't forget to check out our Facebook[www.facebook.com], Instagram[www.instagram.com], and Twitter too! You can find exclusive content from upcoming projects, the latest announcements, community screenshots, giveaways, and much more. So if you haven't already, make sure to give us a like or a follow and you won't miss out! https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/View the full article
  21. : You can find the details for this event on the announcement page here. View the full article
  22. Graphics New electric mining drill graphics. Tweaked electric mining drill icon to be a bit more colorful. Minor Features Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents. Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players. The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically. Bugfixes Fixed crash when merging force that contained unit groups. more[forums.factorio.com] Fixed character preview being empty when the character is in a vehicle. Fixed script error when trying to load old PvP save games. more[forums.factorio.com] Fixed setting vehicle driver/passenger to an offline player would crash the game. more[forums.factorio.com] Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. more[forums.factorio.com] Fixed an issue with modded entities having an electric output flow limit of 0. more[forums.factorio.com] Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. more[forums.factorio.com] Fixed that LuaUnitGroup could be used while in an invalid destroyed state. Fixed button for selecting signal or number would not switch from number to signal with left click. more[forums.factorio.com] Modding Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored. Mods can now be loaded from directories with the name of the mod but no version number. Added color_filters to utility-constants. Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount. Scripting Added LuaSurface::show_clouds read/write. Added LuaPlayer::stashed_controller_type read. Added LuaBootstrap::register_on_entity_destroyed(). Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed. You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.View the full article
  23. : You can find the details for this event on the announcement page here. View the full article
  24. There is no time to waste! Our team is continually working on bringing more content for the community to enjoy. In our next update, we will be introducing new jobs for one of our more challenging DLCs, the legendary Special Transport add-on. We are excited to announce that we will be delivering 3 new routes for drivers to take on in our latest map expansion for Euro Truck Simulator 2, Road to the Black Sea in an upcoming 1.38 update. These routes are: Resita to Targu Mures Istanbul to Edirne Pleven to Sofia[/b] [/list] Each journey will come with its own challenges. So make sure to adhere to the GPS advisor and speed limit which have been set-out for you before your departure, as there is no room for mistakes! For owners of Road to the Black Sea and Special Transport for Euro Truck Simulator 2, this will come as a free update in our next version release. If you don't own either of these DLCs yet, don't panic! Rumors say that Steam's Summer Sales are just around the corner! https://store.steampowered.com/app/558245/Euro_Truck_Simulator_2__Special_Transport/View the full article
  25. : You can find the details for this event on the announcement page here. View the full article
  26. Once again we're really amazed at the great efforts put in by our players for the ongoing World of Trucks[www.worldoftrucks.com] Operation Genoa Bridge event! When we launched the event on Thursday, we thought that asking for a million jobs was very ambitious and that it would take some three weeks for the event to be concluded. Just a few hours back, we posted that half of the community goal has been reached. Euro Truck Simulator 2 players from all over the world took less than four days to deliver more than 500,000 jobs to help build the new Genoa bridge! We are really proud to see that this event has been welcomed and accepted by our fanbase so well. It was really awesome to see so many of you taking part in it, sharing your stunning screenshots under the #OperationGenoaBridge hashtag across different social media platforms. We probably couldn't find all even though we tried, but by our counting, there are now more than 1500 tweets, 1686 minutes of video content on Facebook[www.facebook.com], and more than 100 hours of YouTube content! We love watching your videos, streams, and all kinds of other content, and especially reading the few motivating and heartwarming emails about what this event means to you; how you see it as something that honours the extremely hard-working team that has toiled away to bring the new state-of-the-art bridge to life. There are still about 470,000 jobs remaining to be hauled to or from both sides of the construction site before the new bridge is built, but we have no doubts that our community will make light work of it. If we can maintain this high effort we will soon be able to reopen the area in ETS2! Join the event now if you don't want to miss your chance to participate, contribute to the community spirit, and earn unique rewards. Read more about this in our previous blog post. https://steamcommunity.com/games/227300/announcements/detail/2226414325781427331 View the full article
  1. Load more activity
×
×
  • Create New...