1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

Today we have a small hotfix update for you. The focus lies on the savegame system and the problem with the chopped maize plants. The following fixes and changes are included:
[​IMG]
  • NEW: Employees and vehicles can now be selected with double-click when planing

  • BUG FIX: Not all vehicles could be successfully saved, we have fixed the according bug in the savegame system
  • BUG FIX: The progress of harvest missions isn’t set back any longer and the chopped maize plants don’t disappear at midnight
  • BUG FIX: Some missions caused the cursor to be not usable any longer when finishing them, this has been fixed
  • BUG FIX: F7 now also hides the mission window
  • BUG FIX: The credits have been updated and now also contain all kickstarter supporters

  • CHANGE: Raising and lowering the plow while rotating now also works when the plow is selected as an active implement
  • CHANGE: Player character has now the same speed when walking diagonal as well as straightforward

Continue reading...
[​IMG]

Dino TLC Update!

At the end of last year, we were very excited to share with you the early progress of our Dino TLC update! We know it's something you guys have been looking forward to for a long time, so here we are with another update!

The plan is for the Dino TLC pass to role out in multiple phases. Throughout the next few months, some creatures will receive visual changes, as well as functional/gameplay changes. We are targetting the release of Phase 1 to take place during the week of February the 18th. In addition to Dino TLC Phase 1, we will also be rolling out our turret limit to all Official Servers.

Today, we'd like to share some more screenshots and provide some insight into what we're planning for Phase 1 of the TLC pass! We've been reading all your feedback and suggestions regarding the creatures; our artists and gameplay team have found it to be beneficial in the decision-making process. Something to keep in mind is that not all creatures will receive a visual update, but we will cover ones we feel (with your feedback) need it. Sometimes there may be function gameplay changes which weaken certain aspects of creatures; however, if we take anything away, we always plan to add to it through another dimension.

Please remember that this is still work-in-progress (especially the fur!) and therefore will be subject to change before final release,...
The previous FFF seems to have caused quite a reaction. We had many discussions in the office regarding this topic, so this week some of us prepared some detailed responses.

Bots vs. belts aftermath
I started the article from last week saying this was mostly of a rant, so just the opinions of a player who prefers belts over bots. There was no real conclusion other than "What changes, if any, could we do to make everything more fun?".

Then I decided to make the writing more dramatic by making it look as if we plan to remove bots from the game. My intention was to create an emotional roller-coaster in order to make the FFF a more interesting read. Combined with the context of the recent nerfs, some people got very angry very fast. "Remove bots from the game" was nothing more than a thought experiment, not a proposition. Unfortunately that didn't work out as intended.

This has taught me some valuable lessons in writing, including that I should not play with people's emotions, at least not the way I did.

The reactions were very strong, from long analytical posts[forums.factorio.com], to heated but deep discussions[forums.factorio.com], to personal attacks towards me[eu1.factorio.com]. Not to mention the 46 forum pages that make that FFF the one...
We hope all of you had a good start into the new year!
[​IMG]

With today’s update v0.1.0.2 we have fixed more bugs. As always, check the changelog for improvements, changes and fixes for bugs you have reported.

Next update:
At the moment we’re processing more bugs you have reported and prepare the next bugfix update. If there aren’t any bigger problems thereafter, the next step is the release on Steam.

Bugtracker status:
We have improved the bugtracker, it can now import threads from the forum and convert them directly into tickets. For the future it is important that every bug gets its own thread in the forum. At the moment we can’t process collected issues that are in the same topic. At this point we would like to thank you very much for the bug lists from the forum, they have been a very good overview so far. We are still working on a public list and hope to have it online for the Steam release.

Sample mods:
Due to the massive changes we had to perform on the vehicles and machines, we had to remove the sample mods for the time being. The work is almost done and we can provide you with the already released machines as ZIP files presumably next week.

We wish you a pleasant weekend!

Changelog:

  • NEW: Animal feeding task: employees now can feed the animals

  • NEW: Warning message when a save...
[​IMG]

Hello, Engineers! As usual we bring you a weekly dose of game improvements while the majority of our team continue working on the next major update.

Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: http://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Full list of bugfixes and improvements: https://forum.keenswh.com/threads/7399328