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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.

Well it seams we have an other new game in the works within the farming theme.
The project only seams to be 2 weeks old and is going to be listed as a kickstart project.

Information below is taken from there own site at: http://www.profarmmanager.com/

Welcome on Pro Farm Manager, the Farming management PC game!

Pro Farm Manager is a virtual simulation/management oriented game : as a player you will be managing your own virtual/3D farm! You’ve always wanted to be a cereal farmer, goat or livestock breeder? Pro Farm Manager is your game!

There are two game modes to choose from : Single player – you play alone and you can fast forward time; Multiplayers – You interact with and get help from other players online while working on the farm, buying and selling equipment and livestock, or achieving goals/missions.

To create your own virtual farm, you have over 500 hectares of land at your disposal, on which you can place buildings, plots, roads, vegetation, etc… You can choose from various type of climate and landscaping, as well as weather effects (sun, rain, wind, snow, night, etc…) according to the country in which you decide to build your farm (5 countries available for the time being).

You can choose from 5 different types of farm animals, cattle, pigs, goats, sheep, poultry for eggs and meat production, as well as genetics and breeding stock. Your job is to take care of them by feeding, watering, treating, removing manure and so on…

On the crops...
It’s Ced here, and it’s been an exciting few months as we’ve been amazed by the sheer creativity and ingenuity of the modding community. We’ve had the pleasure of experiencing survival on the moon, building massive race tracks, having epic battles in tribe warfare, and enjoying some fantastic views on many of the breath-taking maps that were submitted to our second mod contest. We are blown away by the talent of the modding community and are forever grateful for the efforts of those who bring these custom experiences to all ARK players worldwide - and soon Xbox.

It was no easy feat to pick the winning entries for this mod contest due to growth of the talent level and understanding of the development kit. We are excited for the future of modding and look forward to seeing what the community has in store for the future!

Instead of the traditional workshop spotlight this week, I will be doing a video review of each of the winners in preparation for next week’s community crunch. Subscribe to our YouTube workshop channel if you’d rather not wait to see all of the finished videos in next week’s community crunch. Without further ado, here are the winners!

[​IMG]

PRIZES:
Seventeen (17) prizes will be awarded. 1st thru 5th, places for each category and honorable mention for the mods and...
Hello everybody,
the work on the 0.13 is slowly getting to the final phase and hence it feels like a good time to give an overview of actual multiplayer changes that have been implemented over past couple of weeks.

This is a recap and extension of a FFF post[www.factorio.com] that mentioned the Multiplayer improvements while there were in progress.
Browsing games
Probably the biggest change is implementation of a service that holds available Multiplayer games. We call this service Multiplayer Matching Server even though the name doesn't precisely describe what it does.

This service greatly simplifies the game discovery and connectability. Player hosting the game (or a headless server) will simply publish the game to the Multiplayer Matching Server. This makes the game available to other players via the Browse Games Gui. This will make the clumsy connecting directly to the server pretty much obsolete (though the functionality stays).

As mentioned earlier there are quite a few little features to make the user experience smooth. Just to recap:
  • Games can be created as publicly listed / unlisted / LAN only
  • LAN supports automatic discovery without internet connection
  • Games can be protected by password.
  • Browse Games Gui supports searching in name of the game / description / tags.
  • Browse Games Gui shows some basic game information (game length, player names,...
This week's update brings you several improvements for modders that we've merged from our community on GitHub, plus more bugfixes. From Tyrsis we have production API changes and terminal changes, so modders can now create their own terminal interfaces such as buttons, sliders, etc. Another addition is Malware's Ship Data update and remote control fixes that makes Coop mode work when a conveyor block (or any block that doesn't have an owner) is between the master and slave assemblers. And last but not least, we have Rexxar's projector ModAPI changes which have added more ModAPI interface to the projection API.
Our GitHub source code has also been updated.
Many thanks to our entire community for helping us develop the game and raise the bar for modding possibilities. We're simply in awe of all the mods and creations you guys publish on the Workshop :)



Full list of new features and fixes: http://forums.keenswh.com/threads/7384204
The upcoming open betas for the new game updates of Euro Truck Simulator 2 and American Truck Simulator are coming with a new feature: advanced trailer coupling. They say a picture is worth a thousand words and a video can show even more, so let's take a look at it first:


The new trailer coupling feature is optional - you need to enable it in the game's options to adjust the game's default trailer coupling behavior. Make sure to consider your precise reversing skills before doing so! ;)

The standard trailer coupling allowed for quite some room in the relative positions of the kingpin and the fifth-wheel. You could also "cheat" it by approaching the trailer from an angle. The new trailer coupling option uses full physical collision simulation for the kingpin and fifth-wheel - you will be faced with the same challenge as a real truck driver. Expecting this precision from a newbie player may be too intimidating, so we are keeping the standard simple coupling as a default, but we know that a lot of our experienced truck sim players are asking for more realism, and we hope that you will appreciate that we are improving the game in this regard step by step.

In addition to the kingpin/fifth-wheel simulation, we have also added an additional visual treat to several trailers in the game, with an animation of raising the trailer landing gear.

(If you have really sharp eyes, you may notice something...