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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 a crash when loading saves with modded camera GUI elements. more[forums.factorio.com]
  • Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. more[forums.factorio.com]
  • Another attempt to fix crashes on OS X Mavericks (version 10.9). more[forums.factorio.com]
  • Fixed that some mod settings would always detect as different than the server when trying to join. more[forums.factorio.com]
  • Fixed that turrets that died and where rebuilt couldn't be mined. more[forums.factorio.com]
  • Added optional RecipePrototype::allow_as_intermediate to disable a recipe being used as an intermediate when hand crafting.
  • Added PlayerPrototype::enter_vehicle_distance.
  • Added LuaRecipePrototype::allow_as_intermediate read.
  • A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.
  • Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun,...
Minor Features
  • Added support to load save files directly in the map editor.
  • Added "Save and play" button to map editor, to allow quick iteration.
  • Added levels in campaigns to level editor "open" menu.
  • Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
  • Player death messages will be printed to all forces they are friends with.
  • Player death messages include the player tag.
  • The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.
  • Fixed teleporting pumps would crash the game. more[forums.factorio.com]
  • Fixed dragging in the map preview and technology GUI didn't work correctly. more[forums.factorio.com]
  • Fixed walls wouldn't connect correctly when built through script in some cases. more[forums.factorio.com]
  • Fixed that the equipment grid was too small when using extra-low graphics quality. more[forums.factorio.com]
  • Fixed inserters could get stuck trying to pick up items off the ground in some cases. more[forums.factorio.com]
  • Fixed issues related to splitter priorities....
It's been two years since the release of American Truck Simulator. These were very hectic and demanding times for our development team but gave us all a lot of joy, too. Over the development of the game, the dedicated ATS team size has grown from the starting brave four to almost forty people at this moment. And we keep on growing, as we are acutely aware that we need to produce more content and more features at a quicker pace.

Our latest addition to ATS universe - the New Mexico map expansion - won the hearts of our players and has been critically acclaimed by both media and the community. We're extremely grateful for it, it gives us the energy to do our job the best we can and the desire to surpass ourselves and push the boundaries further.

We posted a few photo-hints in our previous teaser blog post to start your imagination. It's time to lift the veil now and show you the next step in ATS world development. There are several possible and logical directions... East? Or North? Can it be Northeast? Rest assured that serious research and pre-production is happening in all these directions, but for actual production, the winner is North! Ladies and gentlemen, please welcome to ... Oregon!


Oregon, the Beaver State, will be the new...​
Cattle & Crops Cattle and Crops on Steam
After we could successfully complete the Steam Greenlight Campaign with your help, the big day has come where Cattle and Crops is officially admitted in the Steam shop.
Cattle and Crops will presumably be available on Steam mid-February.
Put CnC on your wishlist and tell your friends! We see you on the field!

Continue reading...
Dino TLC Phase 2 Preview!

In our previous Dino TLC updates we showed you our progress on Phase 1 of the Dino DLC pass, which includes the: Direbear, Procoptodon, Gigantopithecus, Direwolf, and Tyrannosaurus Rex. We are targeting the release of Phase 1 to take place during the week of February the 18th on PC. The plan is for the Dino TLC pass is to role out these changes in multiple phases. Throughout the next few months, some creatures will receive visual changes, as well as functional/gameplay changes.
Today, we'd like to share some screenshots and provide some insight into what we're planning for Phase 2 of the TLC pass. We've been reading all your feedback and suggestions regarding the creatures; our artists and gameplay team have found it to be beneficial in the decision-making process. Something to keep in mind is that not all creatures will receive a visual update, but we will cover ones we feel (with your feedback) need it. Sometimes there may be function gameplay changes which weaken certain aspects of creatures; however, if we take anything away, we always plan to add to it through another dimension.

Please remember that these are still works-in-progress and are therefore subject to change before final release, which includes both visual redesigns, as well as gameplay changes.

The Argentavis!...