Update: We just uploaded the new mod tools, but be aware that there probably will be problems with them still. If you're interested, please try them out and tell us what works and what doesn't. You need to use the 4.16.3 Editor, not the latest 4.17.2 version. Cheers!
Most of the week was spent bringing modding to the UE4 version of Automation and we're almost there. This patch prepares the game for its newfound moddability and brings with it a major change to how the fixtures work. You now have full customization of most of the materials used in fixtures, which will give you and modders alike a major boost in creative options.
Due to these changes, this update removes a lot of now unnecessary fixture variants, but cars already built should automatically default back to the first fixture variant in a fixture family if it has gone missing. This worked well on the cars we tested it with, but because this marks a major change, we're releasing this update to the "openbeta" branch of the game first. You can choose to opt in or out by right clicking the game in your Steam Library, Properties, Betas, select openbeta or default branch.
https://youtu.be/ZNNaDzPFnYc
The modding tools are almost ready and might be added this weekend. If not, then on Monday. When they get added we'll update the title of this news post.
B170929 Additions & Improvements
- Added a much more in-depth fixture customization system
B170929 General Fixes
- Fixed tooltip stat brightness being too low
- Fixed wing mirrors flipping randomly when scaling
- Fixed mirrors tearing up car bodies when moving
- Fixed numberplates not placing correctly on car bodies
- Fixed engineering time being listed twice in header tooltip
- Fixed many issues with various car bodies
- Fixed various issues with photoscenes
There are plenty of issues we were not able to address yet due to the work on modding, but will release another patch next week.
Have fun!
