The optional flags controlling visibility of accessories in various views did change. This calculator should be used instead the one from 1.11 modding info.
Main View | |
Reflection Cube | |
Close Mirror | |
Far Mirror | |
Side Mirror | |
Front Mirror | |
Shadows | |
Rain reflection | |
hide_in: | 0x0 |
The format of the map did change. You need to re-save it in the editor before it can be loaded by the game.
We fixed incorrect node positions in following template prefabs. If you are using them in your map, please check and correct their neighborhood.
The tiny_garage/small_garage/large_garage and truck_dealer_exterior/truck_dealer_interior attributes inside game_data.sii were changed into 's' suffixed arrays. If your mod overrides this file, you MUST update the attributes according to the official version of the file.
The dashboard_text.sii is now loaded after profile selection (so it can be modified using normal mod selection mechanism) and supports multiple files. Use the multi-file mechanism when adding dashboards for new trucks.
We changed way in which the advisor UI handles continental vs UK variant. If you are overriding it, you need to ensure that that the modified UI contains all required components.
The definition of the cargo was split into the common data and definition of individual trailers used to transport it.
Weather system can now distinguish "climates". There can be several climates, each with own set of nice and bad weather. The list of available climates is in file climate.sii and supports multiple files. Use the multi-file mechanism when adding new climates.
Example of climates defining file:
SiiNunit { climate_profile : climate.subtropical { bad_weather_factor: 0.07 } }
Weather profiles for each climate are in folder climate/<name_of_climate>/bad.sii and climate/<name_of_climate>/nice.sii. These weather profiles are in the same format as they were before, the default ones are only moved from nice_weather.sii and bad_weather.sii into climate/default/nice.sii and climate/default/bad.sii. If your mod overrides these files, you must update the new ones. Watch out for unique unit names in weather profiles.
Each map sector has assigned a climate, which means different parts of your map can have different climates. New sectors have assigned default climate automatically. You can override this by creating file map/<name_of_map>.climate.sii and saving the map in the editor. The names of climates will be stored inside the map sector files during the save.
Example of such file:
SiiNunit { map_sector_climate : map.europe.climate { coordinate[]: (-2, 8) climate[]: subtropical coordinate[]: (-3, 8) climate[]: subtropical } }
To save performance, all AI truck models have been optimized. Every truck has now its chassis and all addons merged into a single model. The truck storage definition file ( /base/def/vehicle/truck_traffic_storage.sii) now contains new definition paths. The old system (composing vehicles manually) is still supported. If your mod contains modified AI truck vehicle definitions, please check if there are correct definitions in truck_traffic_storage.sii.
Until now, City items were used to define areas which are 'inside cities', i.e. where 'city rules' (like city speed limits) should be used. However, city items are very limited in what shapes they can have. This often resulted in bugs concerning speed limit detection (areas outside cities acted like they are inside, or vice versa).
Starting with this patch, Traffic are items are now used INSTEAD of City items to define city speed limits. If your map mod contains some new cities, please CREATE appropriate traffic area items over new cities with 'Traffic rule' property set to 'City area'. Otherwise, those areas WILL NOT act like they are city areas.
The navigation (GPS) on prefabs has been improved. Now it extracts 'navigation information' directly from prefab navigation curves to determine which patch between nodes are valid. This allows generation of much more sensible navigation routes, especially when navigating through 'one-way' prefabs and roads. However, this also assumes that all prefabs have correctly connected their nodes with navigation curves. If you have a modded map and encounter errors concerning navigation, please check for missing navigation curves in prefabs between start and end navigation points.