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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.

This week’s update brings another round of bug fixes and improvements. We're also trying something new today, bringing you the first in an upcoming series of Space Engineers dev diaries.
In the developer diary this week, our programmer Michal will tell you a bit about animations he's been working on, particularly the new things he's added and some of the final touches on the system.
We hope you enjoyed this new segment and though we won't have a dev diary every week, you can look forward to more in the future!



Full list of new features and fixes: http://forums.keenswh.com/threads/7385596
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What an intriguing discovery survivors, can you guess what creature it is?
Factorio Version 0.13.6
  • Changes
    • Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2. This also solves that stack inserters were available but not buildable in the campaign.
    • Deconstructing and cancel deconstruction can be toggled between by using the modifer key. more[forums.factorio.com]
  • Bugfixes
    • Fixed desync when inserters would insert things directly onto splitters. more[forums.factorio.com]
    • Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. more[forums.factorio.com]
    • A train with a circuit condition will now always stay at the station if no wire is connected. more[forums.factorio.com]
    • Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. more[forums.factorio.com]
    • Fixed the player getting stuck in some instances when using landfills. more[forums.factorio.com]
    • Fixed crash when train stop that is in train schedule of some train was opened in the map editor. more[forums.factorio.com]
    • Fixed crash when the player...
Factorio Version 0.13.5
  • Minor Features
    • Blueprints with labels will now show the label when holding them to-be-built.
    • Once mining is started over non-resources, resources are ignored until the mine button is released. more[forums.factorio.com]
  • Changes
    • Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
    • When connecting circuit wires, the wire will re-anchor to the last entity clicked. more[forums.factorio.com]
    • Increased collision box of stone walls slightly, to prevent the player getting stuck. more[forums.factorio.com]
  • Bugfixes
    • Fixed the add-trains list treating stations with the same spelling but different case as the same station. more[forums.factorio.com]
    • Fixed circuit network signals not properly migrating when removing mods. more[forums.factorio.com]
    • Fixed incorrect pollution rendering. more[forums.factorio.com]
    • When showing the count of...
Factorio Version 0.13.4
  • Changes
    • For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
    • Player names are now shown in the description pane instead of just "player". more[forums.factorio.com]
  • Bugfixes
    • Fixed the "No such node (application_version)" error when starting a headless server
    • Fixed modules could get into assembling machines that didn't allow them for the current recipe. more[forums.factorio.com]
    • Fixed desync when holding most rotatable items for building in the latency state. more[forums.factorio.com]
    • Fixed build-by-moving logic for underground belts and underground pipes. more[forums.factorio.com]
    • Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more[forums.factorio.com]
    • Fixed killed entities not keeping modules to-be-delivered in some cases. more[forums.factorio.com]
    • Fixed headless server being counted as a player for the player limit. more[forums.factorio.com]
    • Fixed crash when belts would die due in some...