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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.

Hello, after a lot of planning and preparation, the party on Saturday went very well. We really enjoyed spending time with some of our fans, and it has definitely sharpened our motivation to do right by our community and make the game as great as possible. With this festivity behind us, we started this week with some renewed focus.

0.15 Stabilization push
These last few days we have made a larger push to handle all the 0.15.x bugs reports on the forum, our current estimate is that we will have a stable release within a few weeks. As the player base has grown so has the number of bugs found - things which we haven't touched for quite some time end up being broken in interesting or weird ways. Most of the time the fixes are simple, but they can have unforeseen consequences that show up quickly with the number of daily active players. We do our best to test that we don't break anything with a bug fix - and write tests when it makes sense.

However sometimes this isn't enough, and we happen to get something like this recent bug introduced in 0.15.22 and fixed in 0.15.23: As of 0.15.22 modded GUI elements are marked per-element with which mod created them so when the mod is no longer active they can be automatically removed. The logic was simple: store a mapping of the mod name to the elements it owns. On load if the mod isn't active or doesn't exist, all the elements that it owned are removed. It was tested through save/load and through mod removal, and the system worked...
Cattle & Crops Map sieze
So, how big maps will be supported? My favorit in fs17 is the südharz map due to being so large. I would love even bigger maps if it would be possible. Just the thing that you don't have all the fields and sell points just around the corner is lovley and feels more realistic too me [​IMG] Also having it so that you can use a truck to sell the grain without making impossible turns with it would be nice.

All this can be achived with modd maps if large Maps are supported

Continue reading...
  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. more[forums.factorio.com]

  • Fixed that the UI scale option wouldn't apply until restarting the game in some cases. more[forums.factorio.com]
  • Fixed that number-input fields would also block letters/other keys. more[forums.factorio.com]
  • Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. more[forums.factorio.com]
  • Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. more[forums.factorio.com]
  • Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. more[forums.factorio.com]
  • Fixed long strings in the right description pane. more[forums.factorio.com]

  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. more[forums.factorio.com]

  • Fixed that teleporting entity ghosts didn't...
We are proud to announce our partnership with the European Truck Racing Association (ETRA). ETRA has been the promoter of the FIA European Truck Racing Championship (FIA ETRC) since 2016. They have been very kind to approach SCS Software with the opportunity to show our games to the visitors of ETRC racing weekends.


Here is the plan - SCS Software will be a part of the show at several upcoming championship races in 2017, and possibly beyond!

The very first event coming up is the third round of races, held in Germany at Nürburgring, July 1 - 2, 2017.

And we are really pressed for time...

You see, we have been thinking about building some sort of demonstration platform for our games for quite a while already; something that we could deploy to the various games industry shows, as well as transportation industry events, something that would make a lasting impression on visitors. The impulse from ETRA was the final inspiration to turn the vague plans into reality. The final go-ahead was given only a couple of months ago, and we started designing and working immediately under a crazy tight deadline.


We are building...​
Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.

fixed various sound crashes
fixed MP desyncs while using landing gears
fixed landing gear functionality

Full list of new features and fixes: https://forum.keenswh.com/threads/7395655