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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 all,

0.14 dreams
The 0.13 stabilisation process has been going on much smoother than expected. This was due to the focused bug fixing efforts of majority of the dev team. It seems realistic that we could have a stable 0.13 version within a week or two. Naturally this brings the question what will be in the box for 0.14. We have had a chat about this with kovarex and came up with a specific (yet very rough or high-level) road plan for 0.14 (and subsequently 0.15). However this will be the content of the next FFF where kovarex will present you a more detailed list of things that you might (most probably - as always) expect.

Apart from bugfixing not much has been happening lately. Rseding is getting ready for his way back home to the US (2 months flew by really fast). Kovarex is still deep down in Multiplayer rewrite. I have been refactoring our webpage from Clojure to Python (to make it more accessible and consistent with the rest of our web applications). In general there is a summer chill atmosphere in the office.
One of the bigger fixes in recent 0.13 releases has been the main loop. Robert (aka Twinsen) writes more about it:

Main Loop Again
Something that happened in 0.13.10 is that the game's main loop was partially rewritten. I'll explain a bit how our game loop works.

For those who don't know, a Game Loop, or Main Loop is a small part of the game's code that is responsible for telling the game when to process the user input, update the game state and...
Update 1.147: This week's update brings you a round of bug fixes and improvements, as well as the addition of the auto orientation feature. In our dev diary this week, you'll hear from Space Engineers programmer Lukas, who will tell you more about the visual scripting he's been working on.

For the full list of fixes and improvements, check out the changelog: http://forums.keenswh.com/threads/7386208
We are working hard to secure more truck licenses for our games, and we hope to be able to confirm some good news on this topic soon. Our fan community is fantastic - we are receiving great leads and active help in this area quite often, and your voice as heard on social media channels also means a lot. But the legal part of the licensing process can sometimes be very lengthy as you must have noticed by now, and we appreciate your patience.

Meanwhile though, we have revisited an existing truck model in ETS2 - the DAF XF 105. You may notice the similarity of this 3D model to the DAF XF mod by 50keda. That's no coincidence - 50keda is one of our great picks from the modding community to enter the professional game dev world as an SCS Software employee. The revision of the DAF XF 105, available soon in ETS2 update 1.25, is not just a simple merging of the mod that's already available to you, but is even further improvement with additional textures rework and remodeling of quite some parts - which we believe will be really appreciated by all DAF fans. Here is what you can look forward to...

[​IMG] [​IMG]...​
Factorio Version 0.13.13
  • Bugfixes
    • Fixed OpenSSL launch issues on Linux more[forums.factorio.com]
    • Fixed crash on Windows after multiple restarts when installing mods
  • Modding
    • Added entity prototype flags "not-blueprintable" and "not-deconstructable".
  • Scripting
    • Changed LuaEntity::eek:rder_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.
    • Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.
    • Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio Version 0.13.12
  • Changes
    • Vsync will be automatically turned off and hidden from the options menu if desktop composition(windows aero) is on.
  • Small changes
    • - Locale additions and improvements.
  • Bugfixes
    • Fixed auto trash slots were lost when player died in multiplayer. more[forums.factorio.com]
    • Fixed that the headless server would consume 100% CPU. more[forums.factorio.com]
    • Fixed that --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. more[forums.factorio.com]
    • Fixed that technology name and description locales didn't work correctly for tiered technologies.
    • Fixed using flamethrower and slowdown capsule at the same time could ignite biter more than once and corrupt save.
    • Fixed modules could end up in the input slot on furnaces. more[forums.factorio.com]
    • Fixed unsightly message when changing player colour in singleplayer. more[forums.factorio.com]
    • Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. more[forums.factorio.com]
    • Fixed transport belt circuit condition ignoring 1 tick duration signals....