1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

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.

Hello inhabitants of a remote and unexplored planet full of life, richness and natural resources.

The group of entities we are bringing to high resolution currently is the combinators. The main problem with them is the amount of shifting values needed, so we used a specific workflow which I will try to show and explain today. Some of the parts have already been described in FFF 146[www.factorio.com], so I will only mention what is necessary for this article.

Please fasten your belt as this will be a ride full of automation.


01 - Blender
Here it all starts. As you might already know, almost everything in Factorio comes from 3D models created in Blender. This time I already had the combinator models ready as we updated them relatively recently (in 0.13).


In 0.15, we added many new operations for the combinators, which required additional display graphics, some of them having quite complicated shapes. For some obscure reason I was afraid that the old matrix of lightbulbs wouldn’t be able to represent such detailed symbols so I increased the resolution from 7x7 to 15x15. I wasn’t too happy with the result, but at...
Cattle & Crops Servertest


We’re currently in the process of preparing everything; starting from about (!) 8pm CET (7pm UTC, 2pm EST) we’re going to begin our server tests (should nothing interfere). You’ll receive the corresponding invitation via email shortly beforehand.
It won’t just be a test file, but rather you’ll receive a CnC tech demo, meaning you’ll be able to test Cattle and Crops for the first time!
We would like to outline what you can expect and where the release of CnC is going from here:
Release strategy EA:
We’re dividing the Early Access Alpha release of Cattle and Crops into three phases:
Phase 1: Launcher and tech demo incl. dev map v0.0.8 (June 9, 2017)
Phase 2: Tech demo update: Editor v0.0.9 (June 2017)
Phase 3: EA release as announced in Kickstarter v0.1.0 (June 2017)
Using this approach, we have the option to check if, for example, there are problems with certain hardware configurations, the updates run smoothly via the launcher or if there are other severe bugs with the distribution. For you this is finally(!) the opportunity to experience Cattle and Crops for yourself, to look at it, drive around, play around but also to give feedback and constructive criticism.
The tech demo will subsequently be improved and updated until we have a stable CnC version v0.1.0 alpha. After we have ensured...
Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved.

- Added a counter of physical shapes to grid's info terminal screen.
If you reach 99% of the limit, a warning should start appearing. If you exceed the limit any added blocks will not have physics. This is a technical limitation even if block limits are off, but we are aware of this issue and we are looking into possibilities, how to improve this behaviour.

- fixed game crash when exceeding the block limit
- fixed blocks are not being placed
- fixed not working artificial mass
- fixed not working connectors
- fixed game crash when using connectors
- fixed turrets view
- fixed rotor (small grid) displacement not saved in blueprints
- fixed respawning in medical room with the clone
- fixed thrusters keep their lighting even after being turned off

We are aware of crash with ship explosions and trying to resolve it. It should be pushed as a hotfix as soon as it will be fixed.

Full list of new features and fixes: https://forum.keenswh.com/threads/7395426
  • Added alarm sounds to programmable speaker.
  • Fullscreen is on by default.
  • Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
  • Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. more[forums.factorio.com]
  • --start-server-load-scenario can load scenarios provided by a mod. For example, --start-server-load-scenario base/wave-defense will load the wave-defense scenario from the base mod.

  • Changed the icon of the automation research, so it is not confused with the logistics research.

  • Fixed that destroyed transport belt could leave zombified items in nearby tile more[forums.factorio.com]
  • Fixed inserter zombification at rail junctions more[forums.factorio.com]
  • Fixed visual seams on map/minimap more[forums.factorio.com]
  • Fixed that gate over rail could be rotated
  • Fixed GUI size problems with the logistic networks GUI. more[forums.factorio.com]
  • Fixed that the headless server didn't close when it failed. (Most typically because of script error) more[forums.factorio.com]
  • Fixed misaligned...
Looks like 2017 is going to be a very exciting year for truck sim fans. Today we are here to announce the release of Heavy Cargo DLC for American Truck Simulator!

Much like in our previous release of Heavy Cargo Pack for ETS2, this DLC contains a set of new features that will enhance your gameplay. Let's see what you can look forward to in this heavy haul pack.

New Cargoes to haul

We are introducing 9 cargoes for you to haul:
  • Crawler Tractor
  • Bulldozer
  • Lift Truck Chassis
  • Lift Truck
  • Cable Reel
  • Milling Machine
  • All Terrain Crane
  • Scraper
  • Transformer

All of these cargoes range in weight from 55, 000 lbs to 123, 000 lbs (25 - 56 metric tons), so there is plenty of work to be done if you want to get them to their destination.



If you are wondering why these trailers look very different from the ones used in Europe, look up Federal Bridge Gross Weight Formula. The trailers tend to be quite long and multi-pivoted for a good reason.

Let's familiarize ourselves with...​