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Modding Central

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Farming Simulator 17 Update Changelog v1.3


  • Added camera sensitivity option (1.3)
  • Added global game settings (can be adjusted ingame) (1.3)
  • Improved field mission performance (1.3)
  • Improved animal cleanliness factor influence (1.3)
  • Improved poplar seed usage and crushing output (1.3)
  • Improved display of multiplayer chat messages (1.3)
  • Improved camera with heaps on the ground (1.3)
  • Fixed bunker silos (shovels and other tools not removing material inside walls) (1.3)
  • Fixed loading bunker silos from savegames (compacting level, fermenting state, uncovering) (1.3)
  • Fixed trees falling through ground (1.3)
  • Fixed wood chrusher when bought and used in the same session (1.3)
  • Fixed sowing machine and fertilizer spreaders to allow filling via conveyor belts (1.3)
  • Fixed multiple selling of same vehicle (Direct Selling) (1.3)
  • Fixed loca issues (1.3)
  • Fixed GUI issues (overlaps, money unit update, etc) (1.3)
  • Fixed loading of removed vehicle configurations (1.3)
  • Fixed vehicle issues (graphic issues, triggers, particles) (1.3)
  • Fixed potato sowing machine loading from shovel (1.3)
  • Fixed pickup objects (if player left server) (1.3)
  • Fixed operating time (1.3)
  • Fixed station crane (1.3)
  • Fixed frontloader MP sync (1.3)
  • Fixed animal MP sync (1.3)
  • Fixed placable tree placement on loading (sp and mp) (1.3)
  • Fixed reloading of animated objects (1.3)
  • Fixed...

The planned release date of 0.15
There are many things we want to have finished for 0.15, so the estimate isn't precise. The plan is to have approximately 3 months to implement all the planned changes, so it could be expected around february 2017.

The optimisations
The decoratives optimisations that were mentioned in the fff-157[www.factorio.com] are finished and working well. Not only the save file has been reduced (46Mb to 25 Mb on my map), but the memory footprint and overall performance is better. The reason of the performance improvement is, that once decorative isn't regular entity, it doesn't need to be iterated over when doing area based entity search (typically for collision checks) and also the memory fragmentation is not that bad.

Rseding is doing a lot of small optimisations for 0.15. Each of them is usually not that big, but the overall gain starts to be noticeable. We will cover them in more details in the next fff, but I expect that the 0.15 will provide a big performance boost.

Nuclear power
We created the basic specification of the nuclear power this week, so we can start working on it.

The plan is to implement the nuclear power in a way, that it is almost always more efficient to make bigger and more complex setup compared to just copy pasting the "standard nuclear power blueprint" over and over. This is the list of changes and additions we are...
ARK: Survival Evolved PC Gamer TEK Tier Reveal!

Hey Survivors!

Check out this early review of our upcoming TEK Tier system from PC Gamer!

ARK: TEK Tier Reveal

For a complete preview of what's coming next, be sure to check out the December issue of PC Gamer!
ARK: Survival Evolved PC Gamer TEK Tier Reveal!

Hey Survivors!

Check out this early review of our upcoming TEK Tier system from PC Gamer!

ARK: TEK Tier Reveal

For a complete preview of what's coming next, be sure to check out the December issue of PC Gamer!
Hello Engineers! With this week’s update, we are adding support for modding fonts in Space Engineers. We are also adding a new font into the vanilla game. This is a monospace font recently made into a local mod by Krypt, so many thanks to all the modders! If you access an LCD panel via the terminal you will now find a font selection dropdown.
As another added feature - you can now use drills and grinders to cut down trees. No longer will ramming trees with ships and rovers be the only option. Also this week, we’ve added a loading wheel when you are pasting in blueprints. This should help indicate when the game is still processing an entity. The bugs fixed this week include some blocks not being welded from a projection, visual particle imperfections, issues with voxel hands and many more!
Lastly, there’s an update for the stable branch today which contains features like the visual scripting tool, damaged block explosions, entity initialization parallelization, unsupported stations and improvements to physics taking it to version 1.157: http://forums.keenswh.com/threads/7389084

Full list of new features and fixes: http://forums.keenswh.com/threads/7389085