American Truck Simulator

American Truck Simulator

View Stats:
Game updates and custom truck mod
Hello, new to ATS and I was hoping if someone could explain if all types mods are generally broken after an update or just certain types. Like maps, trucks, sounds. Real company etc. because I can’t seem to find a clear answer for it if all mods need to be updated when the time comes or not. Thank you.
< >
Showing 1-8 of 8 comments
EggTBD Jan 26 @ 8:47pm 
Some mods do break every update and some don't specially the ones that are set to "universal" compatibility. Also, some mods only break when there are major changes from within the innards and backbone of the game. I've also seen horror stories from other players that when mods they're subbed to get taken down from the workshop that their entire save game/progress breaks with no recourse whatsoever.

Some mods do take time to get updated depending on the availability of their respective authors, some are abandoned totally and get hosted at external mod sources. Lastly, some mods can be updated by the player themselves just by changing and/or adding and saving the current game version number within the mod files using MSFT Notepad.
Last edited by EggTBD; Jan 26 @ 8:51pm
LarryA Jan 26 @ 10:32pm 
Strongly suggest multiple profiles when running mods. Your Choice.

1. Profile with No Mods.
2. Test Profile for mod testing only. Always test one mod at a time. Check game log for errors. Documents/American Truck Simulator/ gamelog txt/ Open with note pad or note pad++.
If no errors continue to step 3.
3. One mod truck per profile. Critical your choice. Mod trucks can create conflicts with other mod trucks. Free and or paid versions.
4. Maps. Create a new profile for maps after testing in test profile. Load order is critical.
Maps load order at the bottom of the mod list.

Have A Great Day
Last edited by LarryA; Jan 26 @ 10:33pm
Wolfgang Jan 26 @ 11:20pm 
It very much depends on the content of the update. Since mods are changing files of the game, they are effectively referencing the location of the file and the changes (simplified for the sake of explaining it). If that location is changed or how the file is handled (e.g. converting it to a different file type) then the mod will break. This can range from the mod simply no longer doing anything to outright crashing the game.
Thus it it highly recommend to have a vanilla profile (no mods EVER in it) alongside your modded profile. With that you can check if the issue you have is due to your mods or not and you can play on the latest version while your mods are being updated.
It is also recommended to have a mod test profile. Basically a throwaway profile in which you activate a mod before using it on your main modded profile.

Generally keep your eyes on the announcement here on Steam and the SCS blog. You will get there the information before an update as to what will change and even open beta announcements which will contain a list of changes. Based on that you can generally estimate what mods are most likely to break and which are less likely to break. However, there are generally also under the hood changes so be aware that this can change things.
maxcry Jan 27 @ 2:19am 
Paintjobs are the least critical mods.
They might not work or look messed up, because the model (truck or trailer) has been reworked, but they are not known for crashing the game.

Everything that changes the map (map mods of course and some of these "real companies / gas stations" afaik) are the most critical mods as most game updates have some re-worked map areas.

Truck mods i.e. are somewhere in between. They might still work but have messed up shadows or something like this when outdated.
It really depends on the content of the update.

The compatibility you see in the games mod manager is just some text in a so called manifest-file that the mod author can put in there, like 1.53 or 1.5*, 1.* or nothing.
There is no technical check of the mods for compatibility.
That mean, even when a mod is shown as compatible, it can cause trouble.

In addition to what's said above:
- Keep the number of mods as low as possible to make them more manageable.
- Create a manual save file before you activate a mod. Test it and in case it does not work deactivate it and go back to that save-file.
- Only activate one mod at a time.

If you want to dig deeper into this there is a modding wiki:
https://modding.scssoft.com/wiki/Documentation

Beside the Workshop, I can recommend the SCS Forum as a source for mods.
You will get the most infos about the mods there and can contact the mod-author(s).
https://forum.scssoft.com/viewforum.php?f=183
Last edited by maxcry; Jan 27 @ 2:32am
jenrey Jan 27 @ 4:59am 
Every time a new updated is coming ProMod (third party company) charge you one dollars and this ocurrs every one and half or two month, So they have a great cash grap with this game and the developer permit this for some reason. So muy friend be prepare to actualize or uninstall Mod every one and half or two month.
Originally posted by jenrey:
Every time a new updated is coming ProMod (third party company) charge you one dollars and this ocurrs every one and half or two month,

ProMods Canada is actually free. You are paying the dollar to download from a fast server which is totally not needed in this case. That is their maintenance costs and nothing more.

You made the choice to pay the $1.
Last edited by AyMazingATS; Jan 27 @ 5:02am
Wolfgang Jan 27 @ 5:17am 
Originally posted by jenrey:
Every time a new updated is coming ProMod (third party company) charge you one dollars and this ocurrs every one and half or two month, So they have a great cash grap with this game and the developer permit this for some reason. So muy friend be prepare to actualize or uninstall Mod every one and half or two month.
You can download these mods for free. You can choose to pay for faster download but you don't have to.
Niko Jan 28 @ 11:01pm 
OK thank you for all your replies.
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Jan 26 @ 8:08pm
Posts: 8