ETS 2 - Squirrel Logistics...
DarkXess - Aug 31 2014 10:45 PM
ETS 2 - Squirrel Logistics...
teej2468 - Aug 31 2014 06:49 PM
ETS 2 - Squirrel Logistics...
Jakob Sharpe - Aug 31 2014 02:48 PM
ETS 2 - Squirrel Logistics...
teej2468 - Aug 31 2014 01:14 PM
ETS 2 - New Background In M...
teej2468 - Aug 30 2014 08:04 AM
New trucks coming to ETS2
JASMAZ - Aug 30 2014 07:27 AM
SimCity mod extends maximum city size, but not without performance problems
Previously, Maxis confirmed that they've no plan to extend SimCity's maximum city size. And so it falls to modders to help those feeling hemmed in by the game's virtual borders. Can it be done? Yes, sort of. Project Orion is such a boundary extending mod, and will let the game's mayors build free of the vanilla base limit. Don't plan a ribbon cutting ceremony for your city's east wing just yet, though, as its use will mean dealing with some pretty significant performance issues and glitches.
The mod's listing on Simtropolis runs through some of the errors, not least of which is that you can't build roads outside of the boundary without first installing a second mod. Even then, you won't be able to elevate them.
Other issues? Land value and pollution maps will be visually misaligned, meaning, among other things, that you'll need to guess the actual happiness levels for each zone based on the way the map is offset. And then there are the performance issues. As your city expands, you will likely encounter lag.
Still, the mod is in beta. It's possible that, in time, these issues will be worked out. If not, it's a case of whether the base game's restriction is worth trading for the mod's own annoyances and foibles.
Minecraft map shows the entirety of Britain, and its geological features
You may remember when Britain's Ordnance Survey recreated the entirety of the country as a Minecraft map. That was all well and good if, for some reason, you wanted to explore its top soil in a geologically removed way. But what about the peaks and troughs of the British landscape? The mountains, the cliffs, the caves filled with mole people and discarded Cliff Richard albums? To see those, you'll need a new Minecraft map—this one created by the British Geological Survey.
"Inspired by the Ordnance Survey (OS) map released a year ago," says BGS, "this map shows the OS map data on the surface and the real geology beneath, right down to the bedrock. You’ll be able to look over the white cliffs of Dover, climb to the top of Ben Nevis and scour over the ancient volcanoes of the Scottish Isles."
There is a point to this, and it revolves around Minecraft's continued popularity as an educational tool—a fact born of the game's continued popularity with people who need educating. "This work is an outstanding opportunity to get people using Minecraft, especially youngsters, to understand the geology beneath their feet and what it can be used for," said Professor John Ludden, executive director of the BGS, in a press release.
Head to this page of the BGS website to download the map; but be mindful of the fact that the full thing is 5.4 GB uncompressed. The page also explains how they arrived at its particular block choices. Soul Sand, for instance, contains similar characteristics to peat bog. That's a comforting thought.
The big question now is which governmental organisation will be next? Maybe the Crown Prosecution Service could fill high-crime areas with mob spawners.
Source: PC Gamer.
Modsaholic Needs You! Plus More News
Hey, did you know that Modsaholic has over 2 thousand visitors a day? did you know that Modsaholic has a free service and currently shares around 3 and half thousand files per day free of charge without any popups or ads? did you know that Modsaholic currently tries to cover every game possible which is able to mod for? and did you know that Modsaholic has over 3 thousand members?
Well its true, we already try so much to do everything possible for the modding community where as most sites have them annoying popups, adfly links, signups before downloading, and whatever else. We here at Modsaholic.com rely only on Ads to keep us alive just like our sister site Armaholic.com - we both are a free service which relies on the community to take part and keep us alive.
The most disappointing part of all this is with well over 450 thousand downloads and now over 3 thousand members our forums and comments on news/download pages are still very inactive. It is a very sad fact that we are being used! used for our free service. Just recently a member on our forums asked a simple question "where is everyone" and I was damn right honest and told him the truth.
So I am here today to ask you as a person who likes modding, wants to take part in the modding community, or overall loves playing games with mods to help us out. Be active, make the odd comment, rate our files where the author of the mod can feel appreciated for his hard work for your benefit, help us make an awesome community by submitting your guides, files, and helping out around the forums, this is what we want and it wont go unnoticed.
Not only this but these days Modsaholic is adding more and more games able to mod for to its database, check our downloads section to see for yourself. But with this comes a downside, we need staff!! we are in serious need of News Posters, Download Page makers, News Informers, etc. Of course we are a free of charge service so that goes for helping us out too, have an hour or 2 free time per week? then why not lend us a hand?
With Games such as Farming Simulator 2015 and Grand Theft Auto 5 on the horizon for PC release, we are just going to get more and more busier, but with that extra help and an active community we can't be happier to welcome you to join us.
The Modsaholic Team
Banished mod support is on the way, says developer
I killed a lot of people in Banished. You may have read something about that. The medieval settlement simulator has a distinct SimCity vibe to it but operates on a much more personal level: Individual settlers have names and lives and sometimes alarmingly delicate constitutions, which is problematic when you're in the middle of a heavy winter and the guy who's supposed to be out chopping trees has turned into one. That sort of dilemma may soon be considerably less troublesome, however, as developer Luke Hodorowicz recently revealed that he's spent the past few weeks working to bring mod support to the game.
Time constraints meant that support for mods in Banished was never really on the table, Hodorowicz explained, but as it turns out, the toolset he wrote to assist with the game's development is actually pretty well suited for the job. Of course, a good bit of tweaking is still required, and that's what he's been up to recently: Ensuring that multiple mods won't conflict and that save games keep a record of which mods were being used for which games, so players can experiment with different mods in different games.
"I’ve also got to decide what to do about achievements," Hodorowicz wrote. "Some mods, like translations shouldn’t change the difficulty in getting achievements, but other mods can allow placing buildings for free and adding resources and citizens with the press of a button. That clearly nullifies the achievement process."
It also cuts down on the likelihood of a disastrous crop failure reducing your thriving hamlet to a deathly-silent ghost town, but then that's half the fun, isn't it? Not necessarily, actually; it's one thing to watch Godzilla stomp through your faceless metropolis, but another thing entirely when little Doren takes his last breath, shudders and dies because you forgot to plant the turnips. Even so, I'm happy it's coming: In many ways, Banished already feels like a bizarre, cruel little digital laboratory, and in that light the addition of mod support is a natural fit.
Source: PC Gamer.
Modsaholic - Staff Wanted!
Hey guys, currently at Modsaholic we are looking for staff members to help us out with posting news & making download pages for various games of your choice as long as they are games which are moddable.
Your duties will include uploading files to our host, sorting out images in the right size and format, making a download page or news page to our specific template, plus being active with these current positions. So if your interested then send me a PM or have a say in the comment of this post and I will get back to you.
Please only contact us if your serious about helping us out as it does take up a lot of time and dedication on keeping the site up to date with the latest news and mods around the internet.
The Modsaholic Team
Citybound, an offline and moddable city-building sim announced
With Citybound, designer Anselm Eickhoff has a simple goal—"to do something crazy." A 21-year-old computer science student in Munich, Germany, he originally set out to make an alternative to SimCity, according to a story at Gamasutra. Citybound will be browser-based and run offline, with moddability as "a priority, not an afterthought," according to Eickhoff's dev blog.
The game will support large cities and regions that can be simulated at once and not rely on what Eickhoff calls "tiny city lots or artificial city interaction dynamics." Citybound will also offer procedural buildings and a level of simulation that takes into account individual cars and pedestrians, according to a post introducing the project.
"Ever since I played A-Train and SimCity 2000 as a child, this was my dream," Eickhoff writes. "Now I have the technology, the skills and the knowledge to implement it."
Eickhoff currently works as a web developer for a German radio broadcaster, according to Gamasutra, and for the time being is developing Citybound alone. He's not planning a Kickstarter or Indiegogo proposal to raise funds, but will instead offer paid early-access to the game in a way similar to Overgrowth and Minecraft, according to a recent Reddit post.
"I'm not financially dependent of this being a success, but if it does make some money, I can put even more time into it," writes Eickhoff on Reddit. "I like this organic process better than thinking of stretch goals now and hoping that it works out."
Since posting his plans on the SimCity subreddit, Eickhoff writes on his blog that the attention paid to his project has made him decide to "streamline" his life a bit more so he can devote more time to Citybound. He hopes to release a playable alpha in the next three months. For additional images and examples of the animation Eickhoff is designing, be sure to check out his dev blog here.
Source: PC Gamer.
Project Zomboid mapping tools released: die horribly in your own backyard
The Indie Stone have released the mapping tools for Project Zomboid, their indie zombie survival game. If you’ve ever felt the urge to see your home-town overrun with zombies - and who hasn’t - your time has finally come.
The tools, which were used by developers for creating the in-game maps Muldraugh and West Point, will let players create their own sandbox maps in whatever sadistic or artistic manner they choose. The question is no longer just how you die, but where.
The game is still only available in its alpha stage, but already has incredible levels of customisation. By releasing the mapping tools to the community, The Indie Stone are hoping to create an “explosion” of user-created content. Already praised for it’s replayability, Project Zomboid could give players the opportunity to experience the whole world (and beyond) as a zombie infested wasteland. Using the map tools, players are able to build individual houses, islands, and a lot more - but not change the existing maps themselves.
While this may become possible in the future, The Indie Stone want to keep the focus on creating brand new community content to expand the experience of Project Zomboid. Ambitious community projects are already in the works, including skyscrapers and a huge community map. Players are also hoping to recreate famous zombie films using the game’s Last Stand mode.
The modding community have already had a strong influence on the game’s development - after all, The Indie Stone hired one of their modders last year.
Although there are currently no tutorials available for using the map tools, a community wiki has already been put up at pzwiki.net, and developers are still on hand in The Indie Stone forum to help out. The tools are worth checking out - and could give you a tactical advantage when the real apocalypse hits!
Total War: Rome 2 official mod tools now in open beta
Total War: Rome 2 has had Steam Workshop support since last October, but mod-makers have had to cobble together their tweaks and edits through community made tools, bits of string and frequent swearing. Now, though, Creative Assembly are providing their Assembly Kit as an open beta to community creators, giving them the chance to try out the official suite of tools before their upcoming full release.
"Following the successful launch of the Steam Workshop for ROME II," announces the Total War wiki, "we are pleased to release version one of the Assembly Kit for ROME II. The Assembly Kit is currently in Beta, and its feature-set will expand over time. If you have any questions or find any bugs to report, please visit the official forums here."
As with the Shogun 2 Assembly Kit, the Rome 2 open beta can be accessed through your Steam library's Tools section. Creative Assembly claim that they'll be adding documentation and guides over the coming weeks, providing a complete run-down of the kit's functionality. For more information on the tools available, head to the Assembly Kit section of the Total War wiki.
Bosco released some new pictures showing the progress of his NYPD "55th Precinct" - Massive Texture Pack on the Modsaholic forums.
Quote Bosco :
Hello! Alright so, here's a project I am currently working on, it's my NYPD Overhaul texture pack. I'm trying to make pretty much every units (or most of the units) in the NYPD ranging between around 2005 to now.
Will include; Proper ELS Settings & configuration. New NYPD Peds. Skins from NYPD Aux. / Traffic / ESU.. etc. K9 Dog NYPD Texture. Might include; Police Department Interior Textures (if I have time..
About Precinct 55, it's a fictional PCT used in many movies and TV Shows including Third Watch, so I simply decided to name my modpack like this as a tribute for it.
You can find more info about this project in the NYPD "55th Precinct" - Massive Texture Pack wip thread.
Maxis encourages SimCity modding, then sets restrictive ground rules
Before it was released, SimCity Creative Director Ocean Quigley (who has since left Maxis to form an independent studio) said that SimCity's GlassBox engine was "built to be moddable." That may be true, but SimCity the game is a curated always-online ecosystem, not a fertile, offline ground for experiments which would otherwise interfere with the official multiplayer experience. The two seem at odds with each other, but yesterday, Maxis wrote that it encourages us to "create, redistribute, and consume Mods for SimCity." How does that work?
"...As long as you respect all of the rules and guidelines set in this policy." SimCity's always-online nature demands that mods are regulated against abuse, so Maxis has set a list of restrictions for potential mod-makers. You can read the official rules in the blog post, but I've interpreted them below:
1. Don't mess with "the simulation for multiplayer games and multiplayer features" and don't "jeopardize the integrity of the gameplay." This is confusing—how does one mod the single-player simulation without potentially affecting multiplayer games? This rule prevents more than it lets on.
2. Keep it ESRB E10+ and PEGI 7, don't use copyrighted material, don't abuse anyone, don't do anything illegal, don't mess with the executable files.
3. The SimCity EULA and EA’s Terms of Service supersede these rules. This is a catch-all for loopholes they may have missed.
4. If Maxis doesn't like what you're up to, it can revoke these permissions and is free to "take disciplinary action against players who harm the experience of others." Presumably that's an account restriction or ban, not a time-out in the corner.
5. You can't sell mods, and EA doesn't owe you any money for making them. It also doesn't need your permission to distribute your mod or do anything else with it. This is lawsuit-avoidance stuff—you don't get to claim EA stole and profited off your derivative work because Maxis promoted or distributed it.
So, if you keep it kid-friendly, keep it non-infringing, and don't do anything that might affect the multiplayer experience in any way, go for it. Some already have been—Maxis points to modding sites, where mods have been posted which do everything from replace the train models to change the color of garbage trucks.
I don't mean to disparage those modders' work—visual changes are great—but they could be doing so much more if they were allowed to. There is some good news on that front—or, at least, a reminder that good news is still being examined. In a forum post today, Maxis reiterated that it is still "exploring an Offline Single Player mode" to give players "more room to experiment without sacrificing the integrity and experience" of the multiplayer.
That's what SimCity needs to truly support modding. Until players can get into the engine's guts and make something new—and aren't told not to or made to fear repercussions for affecting someone else's multiplayer game—it's only nominally "moddable." I appreciate that Maxis is encouraging modders, and that these rules are a stopgap, but I'd also love to stop hearing about explorations into Official Offline Mode Land, and start hearing about how we can found a settlement there.
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