I'd like to request some specific new modding functionality that I think is easily within realms of doability on the current state of the game and would vastly improve possibilities of modding, especially for what would come to console players.


  • Standardized system for adding additional sticker items to the list, each vanilla stickers' combined mesh would need to be able to accept new <MaterialOveride> instances a modder provides with the mod, so the whole mod works via Subscribe system. Also needs to solve skin_ID compatibility among multiple mods.
  • Same as above, standardized system for adding new truck skins (not color-schemes values, but both unique skins and new colorable skin-patterns), again the trucks' combined mesh would need to be able to accept new <MaterialOveride> instances a modder provides with the mod, so the whole mod works via Subscribe system. Also needs to solve skin_ID compatibility among multiple mods and with DLC skins.
  • Standardized system for adding new rims and tires by a Subscribe mod to any desired by the mod vehicles.
  • Custom texture overlays for custom maps are still not working, rendering the used custom texture transparent. Please take a look at this issue.
  • For any Subscribe mod, an ability to "override" (prioritize over) any vanilla file in the game located in .pak archives, when the provided file has the same name and/or .pak archive name. This would greatly improve on what mods would be able to do.
    • For instance: a mod has a custom file ...\classes\friction_presets\model_friction_preset.xml that always overrides vanilla file of the same name and path whenever the mod is enabled.
    • And/or add ability to introduce additional XML markup to exiting vanilla files.
      • For instance: a mod wants to inject a new <AddonSockets > instance into vanilla tatra_805.xml file.
      • Similarly a modder should be able to add new zone and objectives definition to existing levels, as they are using JSON markup, and at least for the custom levels, you can modify that definition at any time.
    • This should apply to all kinds of files, XMLs, PCTs, meshes, initial.cache_block and so on.
  • Some sorts of an Event System for custom maps, that allow the modder to set various actions (resupply storage, activate quest/objective, change time of the day, unlock/lock/change zones, play animations, etc.) upon player's interaction (new trigger zones, taking out cargo from storages (amount/type), using a specific vehicle/addon, having a specific day hour, and so on). I think this will greately expand both the interactibility of the maps and what custom gameplay modders can inject into the maps.
    • In addition of this, implementation of logic gates.
  • When setting up objectives, allow to have a pre-set properties that are each loaded in singleplayer or co-op mode for specific stages.
    • For example: the same stage in singleplayer will have a pre-set that calls only for 4 cargoes to be delivered, while in co-op another pre-set of the same stage will call for 8 cargoes.
  • When setting up objectives, allow to have alternative objectives within stage to comple it.
    • For instance: by default player has to deliver 2 short log loads, but alternatively they can also deliver 1 long log load to complete the same stage.
  • Bring over "Truck Replacement" feature and its markup from Expeditions. This will help people that make multiple variants of the same vehicle to be combine as a one vehicle in the store, instead of multiple variants.
    • Optionally: Don't limit the injection of this to suspensions only, but also as an addon type to choose from.
    • It could also have a future benefit for vanilla vehicles where a new vehicle can have multiple variants of itself (see Wolf Pack that could work as a single vehicle in an example)
  • Allow mod files to read boot.pak/gfx.pak texture files, similarly to how mods can read other paks that contain meshes and textures. That way custom vehicles can reuse store icons or truck logos, without a need to manually extract them from the files and readding them as a separate textures.
  • Allow for custom regions to specify new Countries they assign vehicles to.
  • Allow for using colormask with RGB-formatting on textures used on rims, so that the rims change color appropriately to the truck's.
  • For custom regions, allow to have more than 4 assigned levels (was tested by myself and works without any critical issues).
    • Would require to have some sort of larger modularity of global map preview and/or a scroll functionality to reveal a bigger network of maps on one screen.
    • Additionally allow to hide levels from global map, giving the player only the local preview.
  • Add some sorts of system to the Functions Menu that allows to take over the controls of an attached trailer, so that the player can operate any functionality on that trailer separate from the truck (cranes, fast controls, etc. mounted on a trailer).
  • Allow addition of powered and steering axles to the trailers that are controlled in accordance to the truck's.
    • Optionally: also allow the same for specific addons, however I'm suspecting it might be harder to execute.
  • Allow specifying more than one cargo packing zone (slot-cargo) on addons/trucks/trailers; and optionally allow to set a flag whether cargo packed in one zone, excludes other zones.