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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.

We have had some reports of users experiencing an issue with the game graphics after updating to the GeForce Driver 378.49 with a GeForce 10 series video card.

To workaround this issue, open the Factorio properties in steam, and set the launch options to:

We hope Nvidia will be able to address this issue shortly, if not we will release an update to limit the texture size by default.
Hello, a wave of illness has afflicted the team these last few weeks, but things are starting to pick up again. With the collective health of the office back to normal, progress is advancing well on the features for 0.15.

Mod gui
We offer a lot of freedom to the modders of Factorio, this freedom has been of huge advantage to everyone involved, allowing interesting and fresh mechanics to be implemented with simple Lua script and our API.

With freedoms comes the fact that we can't control everything the modders want to do. In terms of visual design we have our own GUI elements under lock down, but mods can put things together in any way they like, and with no style guides or templates, we can end up with situations like this:


The player will understand that it isn't really our 'fault' that the buttons are not in a uniform style, but still it's an issue I wanted to try to address.

Typically a mod Gui will be created something like this:

function create_gui(player) player.gui.left.add { type = "sprite-button", name = "My_mod_button", sprite = "item/my-mod-item", style = "My-mod-button-style" } player.gui.left.add { type = "frame", name = "My_mod_frame", caption = "My mod frame", style = "My-mod-frame-style" } end

This is very simple, and easy enough to understand, but will require each mod to define their own style, or use the LuaStyle...
SCS Software Vampires and Kangaroos
Did you know that January 24 is the Unification Day of Romania? While we weren't aiming for this date deliberately, the timing is fortunate, and we're glad to announce availability of the Romanian Paint Jobs Pack just ahead of this important day for our sizable fan community there.



We're going to expand our range of national paints even more. While the lands of Australia are quite far from the region covered in Euro Truck Simulator 2, the country actually sits well within the top 20 countries with the most copies sold of the game. Looks like there are a lot of truck fans down under! The winter is very cold these days here in Europe, and we can only envy Australians all the sun that they are now basking in. Our take on sunlit Australian Paint Jobs may be considered an expression of our excitement for the next summer.
This week’s update contains more improvements and tweaks for block models and changes to the air-tightness of some blocks. Aside from these changes, there is a brand new model for the oxygen generator. Also, some block icons and all component icons have been updated.
New behaviors have been added to drone AI which can be accessed via the visual scripting tool. Firstly, there's now expanded possibilities with how drones handle weapons. Secondly, you can activate a new ambush behavior.
We're also pleased to announce that the single most requested feature for programmable blocks is here. We said it wasn't going to happen, but programmable blocks now have the ability to communicate between grids. This means you can open the hangar door from your fighter, or even trigger self destruct remotely.

Full list of new features and fixes: http://forums.keenswh.com/threads/7392051

Nuclear power
The prototyping of the nuclear power is 90% complete. Some parts of the planned stuff like cooling towers and closed water cycle were dropped. The main reason is that the jump the player needs to do when he wants to switch to the nuclear power is big enough already. The secondary goal is to not get too megalomaniac as there are lot of things our graphics department needs to handle for 0.15 already. We can always add these options later if we want to.

I would like to make clear, that all the nuclear related graphics on these pictures are just a placeholders (made by me), the proper graphics will be done later.

The first part of the process is mining of the uranium, which will be done exactly the same way as any other resource.


The uranium processing requires a new entity called centrifuge, it uses 10 ores to create Uranium 238 and Uranium 235. The ratio is set to be as in reality, which means, the Uranium 235 (The better one) has only 0.7% probability.

The uranium 238 itself is not enough to make the nuclear fuel, so it needs to be mixed with 235 again, but in bigger ratio than it had in the ore, specifically 5% of Uranium 235 needs to be in the mix.

There are different ways to handle the problem of leftovers of Uranium 238 in the real life, but to keep things from getting too complicated, the Factorio player...