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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 all,

This week's instance of FFF is brought to you by cube, your friendly neighbor
clueless network programmer. This post will be more technical than usual, so let us know if you found it interesting.

Things go on

The week has been spent mostly on pushing forward in multiple of ongoing areas in the development for 0.13. Robert is working on Combinators, Posila and Vaclav on Fire and Flamethrower Turret, Martin is immersed in Factorio modportal and its integration and Tomas and Ondra have been tweaking some Multiplayer Matching server stuff. While Kovarex has spent most time on the 0.12 bugfixing. Albert is back home for a week so the full speed gfx work will happen from next week on.

The Problem

Factorio has long had problems with map upload speed.
As usual the hard problems they always appear "out there" and never when you're looking for them,
so while we were getting a steady stream of bug reports about this problem, we
could never replicate it.

You might ask why do we even need to upload the whole map when the player might
end up seeing just a tiny part of the world anyway.
AAAAnd the answer is: That's just how it works :).
Essentially it's because Factorio runs a lockstep simulation and every player needs
to have complete information about the whole map.
This has been discussed in slightly more detail in
an older blogpost[www.factorio.com].

Now that...
SCS Software Arizona road network
Arizona is not just more of the same. Our work on California and Nevada started well over two years ago, and even though we kept polishing the game all through the development cycle, the map design process and the roads were largely based on our older generation of tools and prefabs. Meanwhile, our tool-chain has matured considerably with the ETS2 team's work on Scandinavia and Vive la France, and for Arizona, the ATS team is using the power of the new modular system to put the road network together.

[​IMG] [​IMG]
Things look sharper with higher resolution textures and better continuity of segments. But more importantly, rather than having to do with the limitations of huge monolithic prefabricates in places of intersections, the modular system is bringing way more flexibility. We can get the intersections to look closer to their real-world inspirations at particular locations. There is a greater variety of shoulders and side-walks, we can mix in elements like unique authentic pillar types and matching bridge segments for given interchanges.

This week's update introduces many new sounds for ships and vehicles in the game. We're also implementing HUD improvements and providing better modding support for sounds. Sounds are now determined by the size of the ship and type of vehicle. Small ships, large ships, and wheeled vehicles now all have their own unique sounds, and there are also unique sounds for gyros, thrusters, and reactors.
Cockpit sounds also now differ based on player perspective - in first person, you'll hear a 2D sound, but from a distance you'll hear a 3D sound. Each ship category has its own set of sounds and individual settings (volume, pitch range, etc.) and modders can now create and modify these ship categories.
Finally, HUD improvements mean that they now scale properly for resolution and multiple monitors.

Full list of new features and fixes: http://forums.keenswh.com/threads/7383332
  • Bugfixes
    • Fixed crash when script errors occurs while loading game while in game. more[forums.factorio.com]
    • Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn't produce the correct error message. more[forums.factorio.com]
    • Fixed that modded roboports with no charging slots were still considering as charging candidates. more[forums.factorio.com]
    • Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. more[forums.factorio.com]
    • Fixed crash with "Unblock sendto failed: The operation completed successfully." more[forums.factorio.com]
    • Human readable error notice when multiplayer connection wasn't successful. more[forums.factorio.com]
    • Fixed that headless server wouldn't save the map after Control-C. more[forums.factorio.com]
    • Fixed that attacking biters with a mining tool wouldn't aggro them.
    • Improved map download speed when connecting to multiplayer game. more[forums.factorio.com]
    • Fixed that assigning units to a unit group of a different force would corrupt the save....
The guys at Psyonix have pushed the pedal to the metal again, and their just-updated Rocket League is once again attacking the top positions the Steam Top Sellers chart, congratulations!

A lot of truck driving players are not locked into just the sim niche. Looking at RL and ETS2, you could hardly find two driving games that are more different, and yet, there is quite an overlap between the player bases. People are having fun, and that's great, no matter which game they choose to play.

So if you happen to be a fan of both games, it's a matter of fortunate timing that today, we are bringing you a couple of Rocket League toys to install into your Euro Truck 2 cabin. As covered in a recent blog post, these include the iconic Rocket League ball and the Octane car to decorate your dashboard with. Have fun!