Games/ATS/Modding guides/1.29
Contents
Recommendations
- When basing your model on the original ones, add to your mod also ALL original /automat/ files used by it. The names of the files are generated as CityHash64 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
- When modifying original models, always include ALL components of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
- As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is HIGHLY RECOMMENDED to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.
How to convert map
- Load map
- If the load failed because of some removed templates (e.g. road look us_tmpl5), copy corresponding definitions from previous versions.
- Try to save it. The save might fail because of conflict between compounds. In that case check the game log without exiting the game (so you can easily repeat the save). If the log contains compound errors, you can fix them in the following way:
- "Compound X contains item Y which also exists as independent one" - use the g_delete_uid Y console command to delete the item.
- "Duplicate item X found in compounds:" - use the find dialog to find one from the compounds and dismiss it (using item properties). This will turn this into the previous case where compound conflicts with independent items.
- Do rebuild (F8)
- Save map
- Run shoulder check from "Map\Validate road shoulders" This will generate list of all items which could cause issues with random events (mostly models clipping through). You have following options:
- Adjust the items so they do not cause issues by moving them or removing them
- Mark the related road as having blocked shoulder ("Shoulder blocked" checkboxes in Road item properties) to prevent generation of events.
- If you do not care about the issues, you can ignore the item.
- Save map
Changes
New navigation algorithm uses detailed info from traffic lanes so it can take lane counts, direction and other things into consideration. Be careful to have correct navigation data in map.
It has some few value to compute weight of prefab roads, or other path segments, much like values for time evaluation of them. All are attributes of map_data unit (map_data.sii).
General values used by navigation:
- navigation_maximum_speed (25.0) - Maximum reasonable speed used for navigation computations (in m/s). Necessary due to scaling for best precision.
- navigation_prefer_small_wide_road_penalty (10.0) - Penalty applied to roads with more than one lane in a direction when using prefer_small_roads routing mode. Multiplicative.
- navigation_special_prefab_additive_penalty (0.0) - Penalty in meters applied to paths going over special prefabs (e.g. gas stations) outside cities. Additive.
- navigation_special_prefab_additive_penalty_city (0.0) - Penalty in meters applied to paths going over special prefabs (e.g. gas stations) in cities. Additive.
- navigation_gps_avoid_additive_penalty (20000.0) - Penalty in meters applied to paths going over items marked as "GPS Avoid". Additive.
Weights used for path finding:
- navigation_narrow_road_max_speed_usage (0.8) - Portion of maximal speed to use on narrow roads.
- navigation_road_max_speed_usage (0.9) - Portion of maximal speed to use on normal roads.
- navigation_city_or_slowtime_speed_penalty (0.25) - Penalty applied to speed when driving through city or slow time area. Multiplicative.
- navigation_semaphore_wait_duration (90.0) - Time cost of going through semaphore in game-time seconds.
- navigation_stop_wait_duration (60.0) - Time cost of going through stop sign in game-time seconds.
- navigation_turn_own_side_duration (15.0) - Time cost of turning to the own side (e.g. right in USA/continental, left in UK). Additive.
- navigation_turn_oposite_side_duration (45.0) - Time cost of turning to the oposite side (e.g. left in USA/continental, right in UK). Additive.
Weights used for time evaluation:
- navigation_time_narrow_road_max_speed_usage (0.8) - Portion of maximal speed to use on narrow roads - time calculation.
- navigation_time_road_max_speed_usage (0.9) - Portion of maximal speed to use on normal roads - time calculation.
- navigation_time_city_or_slowtime_speed_penalty (0.85) - Penalty applied to speed when driving through city or slow time area - time calculation. Multiplicative.
- navigation_time_semaphore_wait_duration (60.0) - Time cost of going through semaphore in game-time seconds - time calculation.
- navigation_time_stop_wait_duration (30.0f) - Time cost of going through stop sign in game-time seconds - time calculation.
- navigation_time_turn_own_side_duration (10.0f) - Time cost of turning to the own side (e.g. right in USA/continental, left in UK) - time calculation. Additive.
- navigation_time_turn_oposite_side_duration (30.0) - Time cost of turning to the oposite side (e.g. left in USA/continental, right in UK) - time calculation. Additive.
Flares Data
Flare blink unit (usually found as hookup defined models inside /unit/hookup directory) was reworked to use blinking pattern instead of just simple ON and OFF delays. Thus blink_delay_on and blink_delay_off attributes were removed and replaced with blink_pattern and blink_step_length. Unit is now defined as follows:
SiiNunit { flare_blink : flare.model.my_blink { dir_type: wide blink_pattern: "X--" # String of X and - characters, where X represents ON state and - represents OFF state. blink_step_length: 0.5 # Float representing duration of one step inside blink pattern in seconds. model: "/model/flare/my_flare.pmd" } }
Consequentially flare blink sync inherited attributes and behavior from flare blink unit and has the same two new attributes: blink_pattern and blink_step_length.
Time zones Data
Time zones are (for now) country based. Each country has defined time_zone (integer, in minutes) and time_zone_name (string). Eg. pacific daylight time is -420 minutes with "PDT" name. In addition there is default timezone, stored in economy_data (default_time_zone, default_time_zone_name), this is zone basic game time is expected int and its used every time where relevant spatial location and thus time zone is not known.
Traffic
There were several changes in traffic-related data. Due to their nature, some of them have no backward compatibility provided, so please check your mods for potential problems. You shouldn't have any problems if the corresponding definitions are not modded.
Traffic lane data
All traffic lane properties (defined in: /def/world/traffic_lane.sii) are now defined through a set of traffic rules (see #Traffic rules) instead of having specific attributes for certain functions. This allows combining various 'functions' (e.g. road lines, access for vehicle types, spawning...) into traffic lanes without the need of specific attributes.
Note: There are no 'default traffic rules' defined for traffic lanes. All needed properties must be defined for each lane type manually.
Example of lane with local road speed class, spawn rules for multiple vehicle types and 'overtaking allowed' rule:
traffic_lane_data : traffic_lane.road.local { speed_class: local_road traffic_rules[]: traffic_rule.road # Allow access for road vehicles traffic_rules[]: traffic_rule.s_car_l traffic_rules[]: traffic_rule.s_truck_l traffic_rules[]: traffic_rule.s_bus_l traffic_rules[]: traffic_rule.s_police traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way') }
Example of a traffic lane with only trucks allowed to spawn or enter it:
traffic_lane_data : traffic_lane.road.freeway.truck_lane { speed_class: freeway traffic_rules[]: traffic_rule.s_truck_h traffic_rules[]: traffic_rule.trucks_only }
Example of a traffic lane with no rules (i.e. no spawning and no vehicle access):
traffic_lane_data : traffic_lane.no_vehicles { speed_class: local_road }
Traffic lane data in road looks
All road look traffic-related properties are defined through traffic lanes (see #Traffic lane data). To define different lane configurations for various road template variants, you can use template_variants_left and template_variants_right attributes.
Example of a road look for 1+1 lane road. Only some template variants (with broken or no road lines) allow overtaking:
road_look : road.template0 { name: "ca 1x1 country small border tmpl" template_right: "/road_template/ca_nv/ca_1x1_small_border.pmd" lanes_left[]: traffic_lane.road.local.no_overtake lanes_right[]: traffic_lane.road.local.no_overtake template_variants_right[]: .tmpl_var.road.template0 compatible_edges_right[]: "shldr_1m" compatible_edges_right[]: "shldr_05m" compatible_edges_right[]: "shldr_1m2" compatible_edges_right[]: "sw_kerb" compatible_edges_right[]: "sw_4m_a" compatible_edges_right[]: "sw_4m_c" shoulder_space_left: 1.0 shoulder_space_right: 1.0 } road_template_variant : .tmpl_var.road.template0 { variant_names[]: "no_lines" variant_names[]: "lines_broken" lanes_left[]: traffic_lane.road.local lanes_right[]: traffic_lane.road.local }
Example of a freeway road look with one 'truck lane' variant and one variant with lane changing disabled at the outermost lane:
road_look : road.us_tmpl13 { name: "us 0-3 freeway tmpl" template_right: "/road_template/us/us_3_freeway_one_way.pmd" lanes_right[]: traffic_lane.road.freeway lanes_right[]: traffic_lane.road.freeway lanes_right[]: traffic_lane.road.freeway template_variants_right[]: .tmpl_var.road.us_tmpl13 template_variants_right[]: .tmpl_var2.road.us_tmpl13 compatible_edges_right[]: "sh" shoulder_space_right: 3.0 } road_template_variant : .tmpl_var.road.us_tmpl13 { variant_names[]: "truck_lane" lanes_right[]: traffic_lane.road.freeway lanes_right[]: traffic_lane.road.freeway lanes_right[]: traffic_lane.road.freeway.truck_lane } road_template_variant : .tmpl_var2.road.us_tmpl13 { variant_names[]: "brd_brk_ful" lanes_right[]: traffic_lane.road.freeway lanes_right[]: traffic_lane.road.freeway.full_out lanes_right[]: traffic_lane.road.freeway.full_in }
Traffic rules
Priority modifier
The third parameter for priority modifier traffic rules (rule: "priority") has been changed. The old definitions will not work correctly, as no backward compatibility is provided.
Example of two most common priority rules:
traffic_rule_data : traffic_rule.major_road { name: "Priority road" rule: "priority" num_params[]: -1 # no prirority value change num_params[]: 0 # not additive num_params[]: 2 # type 'priority_road' } traffic_rule_data : traffic_rule.minor_road { rule: "priority" num_params[]: -1 # no prirority value change num_params[]: 0 # not additive num_params[]: 1 # type 'give_way' }
Spawn density
The way of defining spawn density has been completely redesigned. The old definitions will not work correctly, as no backward compatibility is provided.
Instead of defining spawn coefficients, it is now possible to define traffic density flow during the day for each vehicle type separately. For better readability, all density related rules were added to traffic_rules_spawn.suiand included from traffic_rules.sii
Note: When applying a traffic density rule for the same vehicle type through both: traffic lane (see #Traffic lane data) and a traffic area item, then the traffic area rule overrides the lane rule.
Example of a car spawn density flow ('low density' version):
traffic_rule_data : traffic_rule.s_car_l { # name: "Spawn density car low" rule: "density" str_params[]: "car" num_params[]: 7.0 # 7:00 num_params[]: 0.15 # frequency num_params[]: 10 # count limit num_params[]: 17.0 # 17:00 num_params[]: 0.1 # frequency num_params[]: 10 # count limit num_params[]: 0.0 # 00:00 num_params[]: 0.05 # frequency num_params[]: 3 # count limit }
Example of train spawn density (constant):
traffic_rule_data : traffic_rule.s_train_c { # name: "Spawn density cargo train" rule: "density" str_params[]: "train_cargo" num_params[]: 0.0 # 00:00 num_params[]: 0.03 # frequency num_params[]: 2 # count limit }