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Modding Central

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Farming Simulator Life on the Railroad in FS17!
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Watch the latest Gameplay Trailer for Farming Simulator 17, and discover a new way to quickly transport large quantities of wood and grain across the new and huge environment: drivable trains.

Today's video will showcase the two train lines you can make use of as you travel along the railroads of Goldcrest Valley. Trains can be driven manually on these tracks.


The train is the fastest way to deliver your produce in large quantities. You will find several areas on the map that will allow you to stock, transfer or sell your grain and wood harvests directly from trains.

Silos hold your grain, while conveniently placed heavy-duty cranes will allow you to transfer wood between trains or unload it at the sawmill to be processed and sold.

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Both lines meet at a central point in the playable area, where you will have the opportunity to transfer goods from one train to the other.

For example, you might need to transport wood across half of the map, transfer it to the second train line, then transport it the other half to Stanton Sawmill where you can process it into wood chips and sell it.

There is no risk of losing cargo, as the wagons are equipped with convenient fastening belts to ensure stability of your product.

Get on board on October...
  • Changes
    • Server started with --start-server-load-scenario will now save to saves/<scenario name> upon exit.
    • Multiplayer usernames can only consist of letters, numbers and -_. characters.
  • Bugfixes
    • Possible fix for a server not responding error.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Hello Engineers! Today's update brings another batch of bug fixes and improvements. We have re-enabled the station voxel support option. Once again you can find this option in the advanced world settings although it has now been renamed as "unsupported stations". By enabling this option, grids will no longer become dynamic when disconnected from static grids. Bugs fixed this week include sensors not detecting large grids, rocks on planets only containing iron and issues when crashing a ship while looking through a camera.
That’s all for now, but rest assured that work continues on the multiplayer and optimizing the game, as we are aware of the everyday issues that players face.


Full list of new features and fixes: http://forums.keenswh.com/threads/7387819
Live Broadcast: Join the dev team along with Steejo as we play some massive multiplayer factorio
  • Changes
    • Disabled multiplayer support in the 32 bit version of the game.
    • Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds.
  • Bugfixes
    • Potential fix of the crash after desync.
    • Fixed desync related to electric network statistics of accumulators.
    • Fixed assertion fail in tightspot level-05 more[forums.factorio.com]
    • Removed 2 redundant research prerequisites. more[forums.factorio.com]
    • Fixed non even selection boxes of locomotive versus cargo wagon. more[forums.factorio.com]
    • Fixed that Factorio would crash when unable to delete a mod. more[forums.factorio.com]
    • Fixed that the chart would display user's names from other surfaces. more[forums.factorio.com]
    • Fixed blueprint tiles alignment inside preview/editor. more[forums.factorio.com]
    • Fixed player limit disallowing connection attempt in public server list. more[forums.factorio.com]
    • Fixed mod browser filters and ordering being lost. more[forums.factorio.com]
    • Fixed freshly installed mods not being marked in the...