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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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Since the release of 0.16 experimental in early December, we have had over 30 bugfix releases, and are confident that 0.16 is ready to be enjoyed by all players. The goal of 0.16 is to wrap up the addition of any major features, so we can begin to focus on the final steps towards a 1.0 release.

Artillery
Rain death upon your enemies from the safety of your base. This late-game research unlocks the Artillery turret, Artillery wagon, Artillery shells and the Artillery targetting remote. Let the cannons find targets automatically, or manually designate a target with the remote for 3x the range. The biter expansion will no longer pose even an annoyance with this firepower on your side.

High resolution terrain & Cliffs
All tiles, trees, rocks, and decoratives are now available in high resolution, making the backdrop of your factory that much nicer to look at. This update also introduces Cliffs, a natural barrier to your expansion. The cliffs add another visual dimension to the game, while providing both a challenge and a benefit in many situations. If they are in the way of your endless expansion, you can blast them out of existence with the new Cliff explosives.

New map generation & Map preview
We have completely overhauled our entire map generation system, using a new and improved system of noise to produce more interesting maps to explore....
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Since the release of 0.16 experimental in early December, we have had over 30 bugfix releases, and are confident that 0.16 is ready to be enjoyed by all players. The goal of 0.16 is to wrap up the addition of any major features, so we can begin to focus on the final steps towards a 1.0 release.

Artillery
Reign death upon your enemies from the safety of your base. This late-game research unlocks the Artillery turret, Artillery wagon, Artillery shells and the Artillery targetting remote. Let the cannons find targets automatically, or manually designate a target with the remote for 3x the range. The biter expansion will no longer pose even an annoyance with this firepower on your side.

High resolution terrain & Cliffs
All tiles, trees, rocks, and decoratives are now available in high resolution, making the backdrop of your factory that much nicer to look at. This update also introduces Cliffs, a natural barrier to your expansion. The cliffs add another visual dimension to the game, while providing both a challenge and a benefit in many situations. If they are in the way of your endless expansion, you can blast them out of existence with the new Cliff explosives.

New map generation & Map preview
We have completely overhauled our entire map generation system, using a new and improved system of noise to produce more interesting maps to...
Bugfixes
  • Fixed a crash when opening the graphics settings GUI on a single core CPU. more[forums.factorio.com]
  • Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. more[forums.factorio.com]

  • Fixed that entering rectangular vehicles didn't work correctly. more[forums.factorio.com]

  • Fixed that totals in production statistics were 0.33% off. more[forums.factorio.com]

  • Fixed a crash when loading blueprint storage data.
  • Fixed that LuaGameScript::check_prototype_translations() would report custom-inputs as having no translation.
Scripting
  • Fixed a crash by changing LuaGameScript::merge_forces() so the force is merged at the end of the tick.
  • Added on_forces_merged event.
  • Added LuaEntity::armed read.
  • Added LuaEntityPrototype::timeout read.
  • Added on_land_mine_armed event.
  • Added LuaPlayer::spectator read/write.
  • Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
Bugfixes
  • Fixed a crash when opening the graphics settings GUI on a single core CPU. more[forums.factorio.com]
  • Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. more[forums.factorio.com]

  • Fixed that entering rectangular vehicles didn't work correctly. more[forums.factorio.com]

  • Fixed that totals in production statistics were 0.33% off. more[forums.factorio.com]

  • Fixed a crash when loading blueprint storage data.
  • Fixed that LuaGameScript::check_prototype_translations() would report custom-inputs as having no translation.
Scripting
  • Fixed a crash by changing LuaGameScript::merge_forces() so the force is merged at the end of the tick.
  • Added on_forces_merged event.
  • Added LuaEntity::armed read.
  • Added LuaEntityPrototype::timeout read.
  • Added on_land_mine_armed event.
  • Added LuaPlayer::spectator read/write.
  • Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
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Once the console versions of our patch clear the certification process, survivors will be able to experience the "Eggcellent Adventure" Event!

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During Eggcellent Adventure, survivors will be able to collect special "Bunny Eggs" across the ARK from wild Bunny Dodo's and Bunny Oviraptor's. These Bunny Eggs can paint or used in special Cooking Pot recipes to craft holiday-themed items such as Bunny Ears, a Bunny Costume for the Procoptodon, are two brand new cosmetics: the Knitted Chick Hat and Egg Shell Hat for both survivor and dino!

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  • Wild creatures roaming the ARKs will also find themselves feeling eggcellent, sporting bright colours of Green, Magenta, Yellow, and Blue.
  • Wild Dodos are replaced by Bunny Dodos - with ears, taming disabled, and drop 50% consumable dodo eggs and 50% Bunny eggs
  • Wild Oviraptors are replaced by Bunny Oviraptors - with ears, taming disabled, and drop 50% consumable Oviraptor eggs and 50% Bunny Eggs
  • Bunny Eggs can be placed on the ground and painted
  • Bunny Eggs will expire after approximately two...