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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.



Today we bring you another minor version update to the game that fixes a number of issues and updates Primitive+ to the latest base game version.

Bug Fixes!

- Fix for Dinos starving when they have access to food
- Bag size limit increased to 600 slots
- Forced One-time mindwipe due to recent balance changes

Primitive Plus!


Primitive+ has received a major update with a number of fixes, incorporation of major base game patches, as well as full Total Conversion functionality, including engrams, on Aberration and Scorched Earth.

The update includes the creatures from TLC 1 and 2: the Rex, Procoptodon, Gigantopithecus, Direwolf, Direbear, Argentavis, Parasaur, Raptor, Sarcosuchus, Spinosaur, and Triceratops.

Dino TLC - The Procoptodon!


- Receives a model update, animation update, sound pass, and some new abilities:
- Will take reduced fall damage
- Carry weight will be noticeably increased
- Can carry small creatures and baby dinos in its pouch
- A knockback kick which can affect significantly larger dinos
- Added an aimed jump which can be used by holding down the Jump key
Minor Features
  • Added technology price multiplier PvP scenario config.
  • Underground belt marked for deconstruction no longer connects to other underground belts.
  • Fixed some cases of fast replacement by underground belt. more[forums.factorio.com]
  • Fixed corrupted config.ini in Steam cloud would prevent the game from starting.
  • Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. more[forums.factorio.com]
  • Fixed underground belt connection overlay when hovering over another underground belt. more[forums.factorio.com]
  • Fixed a crash when mods define empty result items. more[forums.factorio.com]
  • Fixed a crash when switching games and joining quickly in the server browser.
  • Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. more[forums.factorio.com]
  • Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. more[forums.factorio.com]
  • Fixed LuaEntityPrototype::braking_force return value....

Community Livestream #2!

This Thursday, May 25th, the community team will be doing our second biweekly livestream.

During these livestreams Zen Rowe, Chris, and Jen will be bringing you ARK news, celebrating modding, and the community as a whole every other week.

We'll be playing ARK, showing off mods, and showing off your community creations for all to see. Survivors are invited to join us in the chat (and sometimes even in-game) to play and talk with the community team and other developers.

This week we will be reviewing ARK mod Saddle Emporium and ARK map Crystal Isles!



We are accepting any type of ARK related fanart to be featured in the showcase section of the stream and entries are always open. This can be drawings, videos, builds, ANSEL screenshots, handmade crafts, anything ARK related!


You can submit your ARKwork to our streaming email address: arkfans@studiowildcard.com

Be sure to follow us on our Twitch page so you don't miss a stream! twitch.tv/survivetheark

SCS Software What a weekend!
This has been a very busy weekend for us and the truck sims fan community! You can watch @Squirrel live now on his Twitch channel playing Euro Truck Simulator, but the most massive community engagement heavy lifting this weekend was definitely provided by the team of Truckers.FM radio station. But first things first...

After updating both American Truck Simulator and Euro Truck Simulator 2 to version 1.31 earlier this week, finally we had an opening for another World of Trucks event. We came up with the idea to promote and celebrate the kick off of our "SCS on the road" series of trips for the 2018 season with an accompanying event. As you may remember from last year and from our recent blog posts, we have partnered with the organizers of the FIA European Truck Racing Championship, and will be present at all their races with our games and our high tech gear, entertaining the visitors and providing an opportunity for our fans to meet us in person. The first round of races is taking place in Italy the next Saturday and Sunday, so it was perfect timing to launch our World of Trucks event a week earlier, and so we have done just that with our...​
The new GUI tileset
The process of the GUI re-design is moving slowly but steadily. By making new mockups, re-thinking old mechanics, and with the proper feedback from a different range of people, the parts are falling into place.

I'm starting to feel very confident with the actual general contrast and font sizes. Also the conversion from high resolution to normal resolution is working just fine. These subjects are very important to move forward with.

Below you can see a demo of the current state of the new GUI. Not all the widgets are shown yet, but this document is helping us a lot in order to define the future elements.Seeing the big picture makes it much easier to tweak them altogether with a better coherence and consistency, not to mention for testing any kind of font, specifically non-latin characters sets, a subject that I personally have not paid too much attention to yet.

This document is being used also to create the general tileset and see how it behaves in the engine. This is a work in progress, and we are tweaking details constantly. Many things will change during the process. Overall here you can see a sneak peek of the Factorio GUI to come.

I want to also mention that we are actually taking care of the 8% of the population who has some sort of color vision problems. This subject is still very new for us, but we are without a doubt researching solutions to different conditions....