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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.

Cattle & Crops Four wheels and an arm
TGIF! After a longer time, let’s end this week with something with four wheels again. Additionally we’ll update the roadmap to the current state until Sunday.

Have a wonderful, sunny weekend.

P.S. the image shows the high poly model; as always both the mesh and the textures and wheels are development states.

[​IMG] [​IMG]

Continue reading...
Since all of us are fixing bugs, there is not much to report. So I will take this opportunity to rant about game design, gameplay design and UI. Please note that these are my (Twinsen) personal opinions and do not necessarily reflect Factorio's direction. Nonetheless it should make for an interesting Friday Facts.

Game design is hard!
I was always hired to work as a programmer on games (including Factorio), but part of my job was very often to thoroughly design the gameplay elements that I am about to code. I started designing games in 2012, playing around with Unity. Since then I have been the main gameplay designer for 4 small games. During that time I read many articles[www.gamasutra.com], some developer blogs, watched random videos, took a course in gamification and played lots and lots of games. I play about 20 mainstream games per year, on different platforms, most of them I finish. One notable mention is World of Warcraft which I played since 2007 (and still actively play at the moment) for a total of almost 7500 hours, during which I was one of the top 0.2% PvE players for a short time. I did some theory crafting[twinsen.info], combat...
We are always thinking of opportunities to make our tech more flexible, to help us bring the "touch of real trucking spirit" into our virtual worlds. Besides driving, the places to stop and rest are an integral part of a driver's life. We have decided that they deserve our focus now as we work on New Mexico DLC for American Truck Simulator.​
[​IMG]
[​IMG]
Even smaller rest areas for New Mexico are now being created as custom works. Instead of monolithic prefabs used repeatedly across the world, we are now combining smaller building blocks into unique sets for each location. This approach also makes it easier to mix in location-specific objects.

[​IMG][​IMG]

An even greater amount of care is given to big truck stops. They are truly vast unique locations that are recognizable as real world landmarks. We have separated petrol stations for passenger cars and trucks. There are dedicated spots offering...
Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer.

Fixes:
- fixed models showing LOD1s instead of LOD0s
- fixed wrong LODs on several blocks
- fixed highlight of missile turret's control panel
- fixed old icons displayed in inventories and production tabs
- fixed crystal clear glass
- fixed rifle doesn't aim where the crosshair is pointing
- fixed too big hitboxes of blast doors and atmospheric thrusters
- fixed missing textures on large ship welder and wheel suspensions
- fixed small grid camera model and LOD
- fixed emissivity color missing on several blocks
- fixed tools making arms long

Full list of new features and fixes: https://forum.keenswh.com/threads/7394943
Changes
  • Zooming with the mousewheel in the map and zoom-to-world is less aggresive.
  • Fast entity transfer by dragging (ctrl + clicking and dragging) will remember if you're trying to insert or extract items.
  • Changed the deconstruction planner "trees only" filter to "trees/rocks only".
  • Lab speed info in the description contains the researched speed bonus as well.
  • Sprite quality defaults to High when at least 2.7 GB VRAM is detected (instead of 1.7 GB).
  • Video memory usage defaults to All when at least 1.5 GB VRAM is detected (instead of 0.8 GB).

Bugfixes
  • The statistics window (electric/production/kills) will automatically move to avoid being partially offscreen. more[forums.factorio.com]
  • Fixed that keypad /*-+, enter and delete were not usable in the text boxes if assigned in the controls.
  • Fixed that power poles could be built at any distance by exploiting click-and-drag. more[forums.factorio.com]
  • Fixed marking underground belt output for deconstruction wouldn't block input from pushing more items into the underground part. more[forums.factorio.com]
  • Fixed "Read Stopped Train" checkbox not showing the correct value. more[forums.factorio.com]
  • Fixed entities with a burner energy source would show the incorrect...