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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.

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Today Giants have released the mods that have been uploaded for the 2017 Mod Contest

http://www.farming-simulator.com/mods.php?lang=en&country=gb&title=fs2017&filter=contest&page=0

Here you will be able to download and vote each mod you like or not like, so cast your votes.
Cattle & Crops Tech Demo Release v0.0.8
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Servertest:

We’re currently in the process of preparing everything; starting from about (!) 8pm CET (7pm UTC, 2pm EST) we’re going to begin our server tests (should nothing interfere). You’ll receive the corresponding invitation via email shortly beforehand.
It won’t just be a test file, but rather you’ll receive a CnC tech demo, meaning you’ll be able to test Cattle and Crops for the first time!
We would like to outline what you can expect and where the release of CnC is going from here:
Release strategy EA:
We’re dividing the Early Access Alpha release of Cattle and Crops into three phases:
Planned:
Phase 1: Launcher and tech demo incl. dev map v0.0.8 (June 9, 2017)
Phase 2: Tech demo update: Editor v0.0.9 (June 2017)
Phase 3: EA release as announced in Kickstarter v0.1.0 (June 2017)
Using this approach, we have the option to check if, for example, there are problems with certain hardware configurations, the updates run smoothly via the launcher or if there are other severe bugs with the distribution. For you this is finally(!) the opportunity to experience Cattle and Crops for yourself, to look at it, drive around, play around but also to give feedback and constructive criticism.
The tech demo will subsequently be improved and updated until we have a stable CnC version v0.1.0 alpha. After we have ensured...
Hello inhabitants of a remote and unexplored planet full of life, richness and natural resources.

The group of entities we are bringing to high resolution currently is the combinators. The main problem with them is the amount of shifting values needed, so we used a specific workflow which I will try to show and explain today. Some of the parts have already been described in FFF 146[www.factorio.com], so I will only mention what is necessary for this article.

Please fasten your belt as this will be a ride full of automation.

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01 - Blender
Here it all starts. As you might already know, almost everything in Factorio comes from 3D models created in Blender. This time I already had the combinator models ready as we updated them relatively recently (in 0.13).

[​IMG]

In 0.15, we added many new operations for the combinators, which required additional display graphics, some of them having quite complicated shapes. For some obscure reason I was afraid that the old matrix of lightbulbs wouldn’t be able to represent such detailed symbols so I increased the resolution from 7x7 to 15x15. I wasn’t too happy with the result, but at...
Cattle & Crops Servertest
[​IMG]

Servertest:

We’re currently in the process of preparing everything; starting from about (!) 8pm CET (7pm UTC, 2pm EST) we’re going to begin our server tests (should nothing interfere). You’ll receive the corresponding invitation via email shortly beforehand.
It won’t just be a test file, but rather you’ll receive a CnC tech demo, meaning you’ll be able to test Cattle and Crops for the first time!
We would like to outline what you can expect and where the release of CnC is going from here:
Release strategy EA:
We’re dividing the Early Access Alpha release of Cattle and Crops into three phases:
Planned:
Phase 1: Launcher and tech demo incl. dev map v0.0.8 (June 9, 2017)
Phase 2: Tech demo update: Editor v0.0.9 (June 2017)
Phase 3: EA release as announced in Kickstarter v0.1.0 (June 2017)
Using this approach, we have the option to check if, for example, there are problems with certain hardware configurations, the updates run smoothly via the launcher or if there are other severe bugs with the distribution. For you this is finally(!) the opportunity to experience Cattle and Crops for yourself, to look at it, drive around, play around but also to give feedback and constructive criticism.
The tech demo will subsequently be improved and updated until we have a stable CnC version v0.1.0 alpha. After we have ensured...
Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved.



Features:
- Added a counter of physical shapes to grid's info terminal screen.
If you reach 99% of the limit, a warning should start appearing. If you exceed the limit any added blocks will not have physics. This is a technical limitation even if block limits are off, but we are aware of this issue and we are looking into possibilities, how to improve this behaviour.

Fixes:
- fixed game crash when exceeding the block limit
- fixed blocks are not being placed
- fixed not working artificial mass
- fixed not working connectors
- fixed game crash when using connectors
- fixed turrets view
- fixed rotor (small grid) displacement not saved in blueprints
- fixed respawning in medical room with the clone
- fixed thrusters keep their lighting even after being turned off

We are aware of crash with ship explosions and trying to resolve it. It should be pushed as a hotfix as soon as it will be fixed.

Full list of new features and fixes: https://forum.keenswh.com/threads/7395426