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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.

SCS Software Doubles
Today we have an announcement that should make many of our fans happy. After quite some years of internal discussions and frankly some frustrations and struggles to have the gameplay as well as technical side of multi-trailer physics support ironed out, we finally feel ready to reveal fresh info about our progress on doubles.

It has taken us a long time, but hope never dies! We are polishing double trailers for inclusion in the next major updates for Euro Truck Simulator 2 as well as for American Truck Simulator. We have a few pictures for you to prove that we are serious...

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Our games' fans have patiently (or not so patiently) waited for double trailers for a long time, and the wait should not be that long any more. The new trailers and physics improvements will be a part of the next big "point release" update of both games. Our hope is to release the updates in early summer. It's going to be a FREE...​
Balancing
  • Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
  • Changed science pack 3 to require electric mining drill instead of assembling machine 1.
  • Changed crafting times: Oil refinery 20->10 Pumpjack 10->5 Chemical plant 10->5 Lab 5->3 Roboport 15->10
  • Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
  • Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.

Changes
  • When a connection is refused the username is included in the log message. more[forums.factorio.com]
  • Copying entity settings from a disconnected entity will no longer disconnect circuit wires. more[forums.factorio.com]
  • Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
  • Reactors produce used up fuel cell when it is completely consumed instead of at start. more[forums.factorio.com]
  • Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.
  • Flamethrower turret no longer shoots in its prepare state. more[forums.factorio.com]
  • /color command defaults alpha (the 4th...
Balancing
  • Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
  • Changed science pack 3 to require electric mining drill instead of assembling machine 1.
  • Changed crafting times: Oil refinery 20->10 Pumpjack 10->5 Chemical plant 10->5 Lab 5->3 Roboport 15->10
  • Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
  • Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.

Changes
  • When a connection is refused the username is included in the log message. more[forums.factorio.com]
  • Copying entity settings from a disconnected entity will no longer disconnect circuit wires. more[forums.factorio.com]
  • Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
  • Reactors produce used up fuel cell when it is completely consumed instead of at start. more[forums.factorio.com]
  • Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.
  • Flamethrower turret no longer shoots in its prepare state. more[forums.factorio.com]
  • /color command defaults alpha (the 4th...
Hello, Engineers! This week’s minor update release contains more crash fixes and general improvements as the team continues work towards the next major release.
We are also happy to announce that we are releasing an updated 3D model obj exporter today that will work with the latest version of the game. This will allow you to create 3D prints of your creations and upload them to sites like Sketchfab, opening up many new ways to share what you build in Space Engineers. You can even add a Sketchfab model to the Steam Workshop page of a creation, providing an interactive preview to other players before they use it in-game.


Full list of new features and fixes: http://forums.keenswh.com/threads/7394670
Changes
  • Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.

Bugfixes
  • Fixed centrifuge glowing for one frame each time inserter drops something. more[forums.factorio.com]
  • Fixed biters expansion was biased towards northern part of the map. more[forums.factorio.com]
  • Fixed blueprint preview splitter not bending nearby belts correctly. more[forums.factorio.com]
  • Fixed items on ground were not cleared in tightspot campaign. more[forums.factorio.com]
  • Fixed that mining drills wouldn't pull in enough acid to continue mining. more[forums.factorio.com]
  • Fixed that you could complete some advanced signal tutorial stages by blocking trains. more[forums.factorio.com]
  • Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. more[forums.factorio.com]
  • Fixed that you could input invalid value to PvP config. more[forums.factorio.com]
  • Fixed crash when changing force...