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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.

  • Fixed compatibility problem with several antivirus programs. more[forums.factorio.com]
  • Fixed seed in map-gen-settings.json would be ignored when creating map on headless server. more[forums.factorio.com]
  • Fixed that connecting to a multiplayer game with a large blueprint library might be difficult. more[forums.factorio.com]
  • Fixed that using capsules would open an Entity's GUI when clicked. more[forums.factorio.com]
  • Fixed that --window-size=maximized wouldn't work on Linux. more[forums.factorio.com]
  • Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt. more[forums.factorio.com]
  • Fixed that blueprints would sometimes stop transferring.
  • Fixed crash when opening item/container and at the same time the controller is set to some that doesn't have inventory. more[forums.factorio.com]
  • Fixed 3 possible crashes related to getting malformed network packet over the network.
  • Maybe fixed a biter path cache-related crash. more[forums.factorio.com]
  • Fixed that bad_alloc and similar low level...
Why do we bother? We have heard from some of you; questioning our effort to actively promote our games and SCS Software at public events. With so much work ahead of us to improve the games, why lose time and money traveling to distant places? Everybody should sit at their computer and work round the clock on the software, shouldn't they?

There are in fact multiple reasons for us to try to be more visible. It is of course very important for game companies to be in touch with their fan base. With our "sim container," we are going to have an easy time visiting various game expos - just drive the truck to the location, and deploy it with a single push of a button (or so the theory goes). There will be ample opportunities for you to meet us. It's really not just about us doing PR to push our games to the crowd, it is more about meeting our passionate fans and hearing their opinions and suggestions.


But there is more - we also plan to attend the various transportation industry events, to raise our profile within the industry. Our games would definitely benefit if we can improve our ties to the industry in general. The quality of our work would go up with input and feedback from the companies and the pros. We also hope that the situation with brand licenses may improve with better visibility to transportation...​

We are so very proud to say that Modding Central has now reached a milestone of 10000 site members.

On behalf of the whole team of Modding Central, SOB Modding and many many others who work behind the scenes, we would like to say thanks to each and every one of members.

A Massive thank you as always goes out to ABC Game Servers for there continued support as without them we would not be here.

Please remember to check out our Facebook page ;)

We would also like to thank PC-SG for all there continued support ;)
the 0.15 has been declared stable. Unfortunately we found some smaller problems, so there is going to be at least one bugfix release. One of the problems we discovered yesterday, is a glitch in the blueprint transferring logic that results in the transfers stopping forever when a player that is just transferring his blueprint into the game leaves. I'm quite surprised that I found it out myself when I was testing something else, and we didn't have a single bug report regarding it.

Blueprint library versus mod issues
This is a great example to show why complexity of software grows faster than linearly with the amount of features. We have mods and we have the blueprint library. Both systems work when used separately, but new problems come when you use these two features together. The bug report[forums.factorio.com] is basically describing that when you have blueprints with modded content, and you switch to vanilla (or different mod setup), all the mod related content in the blueprint library is removed upon opening any game. This makes these blueprints useless if you want go back, enable the mods and use the blueprints again.

This is can be very annoying for the player, and after quick a discussion we decided to solve it by having blueprint library separated for every mod configuration and by allowing players to transfer library contents from different mod configurations to the current one on demand. We decided to not...
Welcome back to fourth small post about the creativity of our fellow truckers. For those, who've missed the previous sets of photos, you can get to them via links under this article.

Pictures of your awesome setups for gaming are still coming to our inboxes and we simply love them all. Honestly, we'd really like to haul some cargoes on many of these hand-made driver seats you've built.

Let's take a look at another few pictures of these amazing spots for virtual trucking: