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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
    • Disabled multiplayer support in the 32 bit version of the game.
    • Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds.
  • Bugfixes
    • Potential fix of the crash after desync.
    • Fixed desync related to electric network statistics of accumulators.
    • Fixed assertion fail in tightspot level-05 more[forums.factorio.com]
    • Removed 2 redundant research prerequisites. more[forums.factorio.com]
    • Fixed non even selection boxes of locomotive versus cargo wagon. more[forums.factorio.com]
    • Fixed that Factorio would crash when unable to delete a mod. more[forums.factorio.com]
    • Fixed that the chart would display user's names from other surfaces. more[forums.factorio.com]
    • Fixed blueprint tiles alignment inside preview/editor. more[forums.factorio.com]
    • Fixed player limit disallowing connection attempt in public server list. more[forums.factorio.com]
    • Fixed mod browser filters and ordering being lost. more[forums.factorio.com]
    • Fixed freshly installed mods not being marked in the...

Just as every two years, we have visited IAA Commercial Vehicles 2016, the largest European trade show of transportation and logistics industry. Transportation expos are not as loud and crowded as major games industry shows, but they are in many ways even more impressive. This business is highly competitive, and especially the big manufacturers are ready to invest a lot to make sure their vehicles look the best.


We have walked the floor for three days, looking for inspiration, taking tons of photos, but most importantly, working hard to grow our list of contacts with the industry.

We also wanted to see what the guys from TralerVue managed to build using our Euro Truck Simulator 2 to show their turn-assist camera system. They did a really great job, and we were happy that their interactive stand pulled quite a crowd all day long.


We were tweeting photos from the show in real-time and reposting to our...​
Giants has confirmed some of the game play features for FS17.

This requires a good read to understand it in full.
If not wanting to read it all pop over to Disco's YouTube page

Official quote:

We’ve compiled some of the known features of FS17 for reference:

New crops: sunflowers and soybeans
- Sunflowers can be harvested with regular maize headers or with the new sunflower headers. (Their benefit being faster working speed).

Cover crop: oil seed Radish
- Cultivate them when grown for +30% yield on this field.
- All crops can be cultivated in this way to get the yield benefit (unless they are dead). This however usually does not make any sense since the other crops are worth more when sold. (so use the cheap oil seed Radish instead)

New fertilising system: (Fertilise three times for +30% each time during a crops growth cycle)
- Fields that are not fertilised will yield less crops than FS15. Fertilising once nearly gets you to the FS15 base yield. Two times will put yield slightly above FS15 base. Fertilising a field 3 times will yield about the same as FS15 did when you only had to fertilise once.
- Between each fertilisation either the soil must be worked (cultivated, plowed, sown etc.) or the plants have to grow at least one stage before you can fertilise...
we have written a lot about multiplayer in the past weeks, it started by the reports at the beginning of the rewrite, and now it finishes with our reports of mega games being played. But as most of our time still goes to bug hunting to achieve 0.14 stable as soon as possible, I just can't help myself:

You don't want me to bother you with multiplayer, but I will do it anyway
As we watched the stream of big multiplayer we mentioned in the last fff[www.factorio.com], we decided to participate and help organize another big multiplayer event. Even though the server provider we rented from for the event was DDoS'd at that time, it was still a success. During the event, we did profiling as the game was running, and we learned a lot of valuable information.


The Factorio internals always have to be programmed with knowledge of quantities. Transport belts need to be optimised a lot, as there are tons of those on the map and they eat a lot of the CPU time. On the other hand, the time to simulate the players was never really a problem, since there were always at most a few players on the map at the same time. This paradigm was changed a lot when we profiled a replay with 300 players and...
  • Changes
    • Added admin field to server-settings.json, list of case-sensitive usernames that will become admins on connecting.
    • Admins are exempt from player count limit.
  • Bugfixes
    • Fixed that the server could be running even if it was supposed to be stopped.
    • Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. more[forums.factorio.com]
    • Fixed that parsing players by index in scripts didn't work correctly. more[forums.factorio.com]
    • Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux. more[forums.factorio.com]
    • Fixed crash when restarting Factorio due to mod change when executable is read-only on Linux. more[forums.factorio.com]
    • Game will no longer be capped at 300UPS when using high game.speed and vsync. New cap is FPS*5*game.speed. more[forums.factorio.com]
    • Fixed possible crashes when setting combinator parameters.
    • Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing multiplayer game.
    • Fixed that recipe overload_multiplier wasn't used for furnaces....