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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.

As you are probably already aware, some of our team members are going to attend PAX East in Boston next week.

We figured we need some representative prints for our booth, but what to put there? We could have just made a big mega high resolution render of the player character or some other entity, but that would not tell the viewer much about what the game is about. So we thought it would be much better to "just" take a giant screenshot of a working factory, print it, and done! Now of course it’s much more complicated than that…

The first obvious hurdle is that you need a savegame to take this screenshot of. So you go and try to take a bunch of random saves on your disk, you open them and find that it’s not so easy to just find a factory which would look nice. Such a factory needs to show enough of the various things to represent the game, can fit the logo somewhere, and must be large enough to fill about 275x185 tiles (3x2 meters at 150dpi taken at game zoom 2)... one square in the following picture is a chunk (32x32 tiles)

[​IMG]

Luckily I just had a savegame which was easy to adapt to those requirements, but I would like to ask the question, how does one build such a factory in general? That’s what I have been trying to figure out for a long time now. As some of you may have already noticed, I enjoy constructing very organic factories, a part...
Factorio Price change
Dear all,

Version 0.16 has become stable, and this means that there is one last step for us to reach the 0.17 which will probably become 1.0 version. Then Factorio will finally step out of the Early Access zone. This will take some months but the roadmap is clear for us.

We feel that now is a good time to adjust the price of the game. The price of the game has been growing steadily together with the game becoming bigger, more stable and polished. After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens, so it will also be the price for the game for 1.0 release.

As you probably know we have a strict no sale policy. The game will not go on sale on Steam or any other platform. This basically means that purchasing before the 16th of April 2018 is the only way to buy the game cheaper than the increased release price.
Factorio Price change
Dear all,

Version 0.16 has become stable, and this means that there is one last step for us to reach the 0.17 which will probably become 1.0 version. Then Factorio will finally step out of the Early Access zone. This will take some months but the roadmap is clear for us.

We feel that now is a good time to adjust the price of the game. The price of the game has been growing steadily together with the game becoming bigger, more stable and polished. After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens, so it will also be the price for the game for 1.0 release.

As you probably know we have a strict no sale policy. The game will not go on sale on Steam or any other platform. This basically means that purchasing before the 16th of April 2018 is the only way to buy the game cheaper than the increased release price.
forum.cattleandcrops.com/attac…ffc4674b533aba1ef64cf4ba9forum.cattleandcrops.com/attac…ffc4674b533aba1ef64cf4ba9forum.cattleandcrops.com/attac…ffc4674b533aba1ef64cf4ba9

With today’s update v0.1.4.0 we were able to fix some reported bugs regarding the AI. Multiple workers with the same task on a field are now working together better.

We also have a new vehicle for you, the Deutz Fahr 7250 TTV.

Crops are now placed in the way they are seeded. This can be seen in the headland and when sowing in curves.

As another addition, tutorial missions for the usage of the menu and the controls have been created. We enhanced the quest system for this, in order to highlight buttons and other elements in the menus.

We also took care of the topic steering, the first bugs with some steering wheels and the changed pedals have been fixed and the shuttle mode should now also work with a steering wheel, which many of you have requested. A further goal is to divide the steering, for example in “general”, “on foot”, “vehicle”, etc. It should then also be possible to assign a key for different situations. Subsequently we will have a look at the topic headtracking.

Please check out...
SCS Software Cables
There is so much that we'd like to add to our games eventually! The input and feedback from you, the truck sim fan community, is a tremendous source of inspiration for us.

For the upcoming 1.31 update, a new feature that has spent quite a few years on the wish list is finally almost ready to be released - trailer cables!

Let us give you a quick preview in motion:

As you can see in the video, our developers were able to implement physically simulated trailer cables to both Euro Truck Simulator 2 and American Truck Simulator. And believe us - it was far from easy. These „trivial“ things tend to be much more demanding than they appear, both for programmers when it comes to coming up with fast and robust code, as well as for the vehicle design team to revisit all the existing tractors and trailers and adjust them to the new feature.

We think that you may also like to see this preview image:

[​IMG]

Trailer cable support will come for every combination of any truck and trailers, including double and triple trailers where applicable. We will provide three simulation options:
  • Simulated cables visibly connecting your truck to all the trailers.​
  • Simulated cables visibly connecting your truck to the first trailer only.​
  • Cable simulation turned off completely.​
...