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Modding Central

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Cattle & Crops DevLog - Q&A #2
Hello community,

as promised we answer more of your questions today. We often get asked, when or if certain functions/features are planned. Unfortunately we can’t give you exact dates for that, but in the future we can give you information about certain features, e.g. if they are planned or not.

Please post your questions in this specially opened thread in the forum:
forum.cattleandcrops.com/thread/1661-eure-fragen-1/

Regards, the MBB team

Question 1: Is it planned that the worker can drive around objects?
The circumnavigation of objects on fields and roads is planned. Autonomous driving is an extensive topic, we primarily had to make sure that the basic maneuvers on fields and roads run smoothly. At the moment we want to make the worker more aware of driving objects and the circumnavigation of them.

Question 2: Will there be equipment like a functioning GPS device?
Equipment for objects like machines and building are planned. There will also be a GPS module and mode. The hardcoded GPS is already used by the employee.

Question 3: Is the dynamic ground already final?
No, it’s not final yet. What you can see at the moment is the technical basis of the tessellation technology. The physical behaviour of the ground at the moment can be seen as a prototype as well. In the future there will be different types of ground/soil with different effects and reactions regarding wetness....
SCS Software The Year of the Dog
The traditional Chinese zodiac is repeating a 12-year cycle. Each year is represented by a zodiac animal - 2018 is the Year of the Dog. To celebrate accordingly, we updated the ETS 2 Chinese Paint Jobs Pack, and added a new cabin paint job to it. It is just a small cosmetic update which is free for everybody who already owns the DLC, of course.

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To make these celebrations even more festive, we are joining Steam's Lunar New Year sale with a dedicated Lunar New Year ETS2 bundle Steam bundle.

Happy Year of the Dog!​
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With this hotfix update v0.1.1.1 you can start CnC with a connected Steam controller now. The control options can be correctly mapped now, problems occurred when opening the menu via the character view.

The worker now uses the horn and drives away animals that are in his way!

You can save inside of missions now, without problems after the loading. Please create a backup of your profile folder or use another save slot first. In a few weeks, we will enhance the savegame system with a backup and autosave feature to make testing a bit easier for all of us.

To all modders: We have released the first sample machines, more will follow as we go along. You can find the sample mods at cnc.modhoster.de/.

Have fun testing!

All changes, bug fixes and new features you can check out in our changelog as always.

Changelog:

  • NEW: Sample Mods released
  • NEW: Köckerling cultivators: Sounds added

  • BUG FIX: The game starts again when a Steam controller is attached
  • BUG FIX: Saving is possible inside of missions now
  • BUG FIX: The filling level indication isn’t displayed after the detaching of implements any more
  • BUG FIX: Control options couldn’t be saved in certain situations
  • BUG FIX: The weather display now also works with save games and doesn’t spam the log
  • BUG FIX: The vertimix is being switched off when...
Minor Features
  • When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.
  • Player chat color when set through '/color r g b a' command will be brightened. more[forums.factorio.com]
Bugfixes
  • Fixed that LuaEntity::get_merged_signals() would return wrong value if no wires were connected. more[forums.factorio.com]
  • Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. more[forums.factorio.com]

  • Fixed energy consumption of laser turret in recipe tooltip. more[forums.factorio.com]

  • Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. more[forums.factorio.com]

  • Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. more[forums.factorio.com]

  • Fixed that you could define a fluidbox height of 0. more[forums.factorio.com]

  • Fixed trains "twitching" under certain circumstances....
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Hello, Engineers! We serve you more Beta improvements, including updated scripting/modding API for wheels, crash fixes and much more!

And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week!
https://forums.keenswh.com/forums/bug-reports.326950/

Full list of bugfixes and improvements: https://forum.keenswh.com/threads/7400029