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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 Factorio players!

Steam Account Linking
We recently launched a new system on our webpage for linking a Factorio website account with a steam account. This will be used from now on to verify that the user making the key request is legitimate, and it should help reduce the amount of fraud we have been seeing on our website. Another feature of this is that now users who purchased the game on steam, can link their accounts and allow them to download the website versions of the game. This is all in preparation for 0.13 where account will be used to access the modding portal and the multiplayer matching server and the authentication service:

Authentication service
Now, when you are playing a multiplayer game and someone joins, the username he has could be anything he would like. This can be obviously used to cause havoc. To solve this, the servers will have an option (on by default) to require authentication by the Factorio website before users can connect. This will be essential for implementing the admin system. The plan of the admin system is quite simple, the player starting the game is admin by default, and he can promote other to admins, kick and ban other people.

The train struggle
The promise to solve the irregular size of the train wagons, mainly the difference between vertical and horizontal size, put a lot of wrinkles on our faces. We had countless discussions with Albert about the possible solutions.

Our goal is to make the vertical and horizontal...
Hey Survivors!

Welcome to the twenty-nineth issue of the ARK Digest! We hope you all enjoyed our April Fools shenanigans. We had a lot of fun with it and seeing your reactions over our social media definitely made our day. ;)

Let's start off with an important announcement!

International Modding Contest Voting


Earlier this year we were thrilled to announce the first challenge for modders with our very first ARK International Mod Contest! Putting content creators, new and old, to the test through making their own ARK Mod. We had over 100 entries between the three total categories, which was amazing! Looking through all of the different entries and seeing the level of skill and creativity blew us away.

Studio Wildcard is excited to announce the top candidates which will now be entering public voting. Community voting on the mod contest entries is now open!

Click the links below to be brought to the voting pages and see the finalists!

· Mod Finalists[survivetheark.com]
· Map Finalists[survivetheark.com]
· Total Conversion Finalists[survivetheark.com]

As a...
A small expedition team from SCS Software received a kind invitation to spend three days at the PACCAR Technical Center in Mount Vernon, Washington, USA. It has been a great adventure for us, we have recorded a ton of truck engine sounds, photographed and scanned whatever we could get our hands on, and spent hours discussing trucking topics.

The level of support we have received from PACCAR is unprecedented, we got unlimited access to many trucks with friendly company test drivers revving them and torturing them on the test track according to our wishes. It will take us weeks and weeks to process the raw data and months for this to make a difference in the game, but it was definitely an experience that will help us make our games better for you.





In this week's update we are bringing you a new multiplayer feature called server side character control. It basically means that client position will always be determined on a server instead of on the client itself. This should prevent unnecessary deaths due to spawning inside of a wall and jumping into objects caused by a lower server speed. We also fixed performance issues for worlds with a complex conveyor system - they should no longer be so slow. Some improvements have also been made to gyroscopes - they should not spin heavier ships more than light ones anymore.

Full list of new features and fixes: http://forums.keenswh.com/threads/7382336
  • Changes
    • Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
  • Bufixes
    • Fixed strange outer corner rendering for terrains with the same layer. more[forums.factorio.com]
    • Fixed Factorio timing out of a multiplayer game when closed by pressing the X button more[forums.factorio.com]
    • Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. more[forums.factorio.com]
    • Fixed memory leak with special signals in the circuit network.
    • Fixed crash when killing the player in on_built_entity. more[forums.factorio.com]
    • Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts. more[forums.factorio.com]
    • Fixed player's shooting target not updating properly when the target's force became friendly more[forums.factorio.com]
    • Fixed the documentation of CircuitCondition more[forums.factorio.com]
    • Fixed...