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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.

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What an intriguing discovery survivors, can you guess what creature it is?
Factorio Version 0.13.11
  • Small changes
    • Further locale changes and polish.
    • Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X. OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.
  • Bugfixes
    • Fixed that the Linux binaries would crash after handcrafting finishes. more[forums.factorio.com]
    • Fixed offshore pump could be built on top of other offshore pumps. more[forums.factorio.com]
    • Fixed pumjack output would show 0.0/s. more[forums.factorio.com]
    • Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. more[forums.factorio.com]
    • Fixed scrolling on OS X.
    • Fixed exploit of connecting energy producer to more networks and connecting them by switches. more[forums.factorio.com]
    • Fixed long handed inserters couldn't pick up from the ends of cargo wagons. more[forums.factorio.com]
    • Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. more[forums.factorio.com]...
Factorio Version 0.13.10
  • Minor Features
    • Added logistics auto-trash slots: the opposite of logistic request slots.
    • Added --mod-directory: Specifies which mod directory to use
  • Changes
    • Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
    • Server stdout messages now contain timestamps and message-type tags
    • Biters and other units won't become aggressive as a result of friendly-fire.
  • Bugfixes
    • Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. more[forums.factorio.com]
    • Fixed crash related to wire rendering after switching to copper wire while dragging wire. more[forums.factorio.com]
    • Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
    • Fixed chat message rainbow when the game tick would go past 2147483648. more[forums.factorio.com]
    • Fixed password field not being focused when connecting to a game. more[forums.factorio.com]
    • Fixed rocket silo moving slow when using efficiency modules.more[forums.factorio.com]
    • Fixed pressing Escape in multiplayer connect...
Greetings!

My visit to Prague
Todays Friday Facts are brought to you by Rseding91. I live in the USA and normally work remotely for Wube but I've been visiting Prague for the past 2 months. Since I'm not the touristy kind of person (I'm a programmer) and I love working on Factorio; I've spent almost all of my time here in the office. I've been in Prague since June 6 and my current time sheet says I've logged 568.55 hours.

The bugs
0.13.0 was released 4 weeks ago and we've had 9 releases since with 280+ bugs fixed of which I've personally fixed 99. We've still got 60+ confirmed bugs to work through however the bug reports are coming in less frequently as time passes. The reported bugs have also changed from "the game crashed, my map is corrupt, my computer exploded" style bugs to this[forums.factorio.com] kind of bug. While yes, it's still a bug, it doesn't break gameplay at all so it's far less critical to get fixed immediately.

The number of repeat bugs (bugs reported, fixed, and then broken again later) is near zero and of the bugs reported and fixed in 0.13 almost all of them where preexisting issues or introduced from features added in 0.13. That means that our automated tests are working and we aren't fighting against ourselves fixing issues we've already fixed.

Other than the outstanding multiplayer issues mentioned in last week's Friday Facts 0.13 is looking great and baring any major bugs we're planning for a...
In both American Truck Simulator and Euro Truck Simulator 2, players already have the option to modify their interior camera viewpoint by adjusting the seat position, changing head position and modifying the view angle. In earlier game updates, we've also made the in-cabin camera more lifelike by simulating steering and blinker camera rotation as well as physical camera movement. But we still felt the job wasn't done, so now it's time to go one step further in order to fully simulate the range of possible adjustments you could make in real life.

So without further ado: in the following game updates, we are going to add a small new feature: adjusting the steering wheel column position. With this feature you'll be allowed to modify both the height and the angle of the steering wheel in order to give you the chance to create your perfect driving position. With this we're one step closer to making the cabin in ATS and ETS2 just like the real thing. Last but not least, in the Seat Adjustment UI screen we will add the ability to modify the Seat Adjustment window values with the mouse wheel.

We hope you're as excited about these features as we are. In the mean time, here is a short GIF showing it off:

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