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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.

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...
Bugfixes
  • Fixed crash when setting character trash slots through script while having the character GUI opened. more[forums.factorio.com]
  • Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. more[forums.factorio.com]
  • Fixed blueprint with roboports wouldn't draw roboport connections. more[forums.factorio.com]
  • Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. more[forums.factorio.com]
  • Fixed when changing graphical variation of a tree from script or in map editor. more[forums.factorio.com]
  • Fixed flamethrower turret was using 10x less fluid than it should.
  • Fixed opening item GUI wasn't rebindable more[forums.factorio.com]
  • Fixed burner inserters would try to fuel themselves with fuel they couldn't use. more[forums.factorio.com]
  • Fixed crash when deleting chunks in some instances. more[forums.factorio.com]
  • Fixed one direction of hazard concrete had no walking sounds. more[forums.factorio.com]
  • Fixed...
Changes
  • Added /permissions reset to reset all permissions to default.
  • Steam and water content of fuild wagons are now shown separately in locomotive tooltip.
  • Removed the "minimum chunks between new bases" map generation setting because it wasn't doing anything.
  • Re-added custom /color support through /color r g b a.
  • PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.

Bugfixes
  • Fixed crash when building rails while a train is currently reserving some of the signals. more[forums.factorio.com]
  • Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. more[forums.factorio.com]
  • Fixed combinators continuing to output signals after disconnecting the input. more[forums.factorio.com]
  • Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. more[forums.factorio.com]
  • Fixed that names of books stored in the blueprint library wouldn't be preserved after save and load. more[forums.factorio.com]
  • Fixed supply scenario would sometimes show the next level button in error....
Cattle & Crops Milestones To Complete
Made 29/04/17
Updated: N/A

This Is a list Of features still being Developed For MS1, All features over 70% are not included in this list. When This list is updated 2 new columns will appear with the date and the new percentages.

Name of feature Current Percentage (%) Percentage Left for EA (70%)
Seeding
65%
5%
Bio Gas Filling
60%
10%
Telehandler
40%

30%
Download Server
50%
20%
Steam Support
50%
20%
Physical terrain effects
65%
5%
Dynamic fill planes
50%
20%
Modding tutorials
0%
70%

Message Board: Notice-, Error,
- Warning and Information window


65%

5%
Navigation system
40%
30%

Hope This Helps [​IMG]

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One thing essential for a good harvest is nice steady rain. But: no cow likes it if the straw gets wet thanks to a leaking barn roof.
We have successfully solved this problem and managed to bring in the hay safe and dry in time. Even during heavy rain the farmer can inspect his property in a dry driver’s cab. Take a look at our newest dev log video where we’ll show you the behavior of rain in Cattle and Crops.

Continue reading...