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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.

It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (FFF-202[www.factorio.com]). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders.

I find the 0.15 version of the circuit connector module has following “problems”:
  1. The wire connectors are different from the combinators.
  2. Wires sometimes completely overlap, making only one of them properly visible.
  3. Modularity - you can somewhat tell what is happening based on the LED states, but it could be much nicer.
  4. Connecting a belt always looks weird, while the yellow structure which holds the connector box could be made more specific.
  5. Some of the rotations are utterly useless.
  6. The Lua definitions are spread over every single entity, so revisiting them all is a big pain.

1. The wire connectors are different from the combinators
We have been experimenting with the design of how the little pieces which connect to wires should look like. Most of them don’t really make sense in terms of physics, but visually the combinator ones seem to work pretty nicely in my opinion. That, and the circuit connector should be somewhat consistent with the combinators in this regard, so we just used the combinator...
Albuquerque presents one of the major road network nodes in New Mexico expansion. It is not a great surprise that we paid a bigger than a small amount of our time and attention to the virtual creation of the largest New Mexico city.


The Big I is a complex stack interchange located in central Albuquerque, New Mexico. This giant crossing of interstates proved to be a major challenge for our map design team. A huge structure in the middle of a city, combined with flat landscape not allowing us to use any limited-visibility tricks, it makes it really difficult to get enough fine detail into the scene. Too much detail is the enemy of high framerate, and finding the right balance is never easy when we build cities in our games.


As if the interchange in the center of Albuquerque was not enough of a task with all the AI traffic also affecting performance, there is a truckstop sitting right next to it. We decided to try our best to portray this situation in the New Mexico map expansion. We really hope that you will have...
Hello, Engineers! This week's minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!


- fixed crash with rotation shortcut CTRL
- fixed issue with failing to download mods
- fixed drills not loading up properly in the control panel
- direct join now allows for DNS instead of IP address to join
- fixed multiple UI issues
- minor fixes to the chinese translation
- fixed being able to build behind the Oxygen Generator block despite it being built
- fixed suffocation sound playing while seated in cockpit with visor closed
- fixed loudness of hangar doors when closing and opening
- fixed wheels making sound after exiting vehicle
- fixed sensor making clicking sounds
- added fall off sound for rifle to 900 m instead of 40 m
- fixed issue with turrets Reloading message appearing when it should not
- fixed issue with stairs having some black polygons at LOD1
- fixed issue with catwalks LODs when positioned next to each other

Full list of bugfixes and improvements:...
  • Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash. more[forums.factorio.com]
  • Fixed that in certain scenarios, the blueprint library wouldn't synchronise. more[forums.factorio.com]
  • Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. more[forums.factorio.com]
  • Fixed a rare desync related to electric sub networks.
  • Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instead.
  • Fixed possible desync when rotating pipe to ground. more[forums.factorio.com]
  • Fixed a rare possiblity of internal electric network crash when loading game. more[forums.factorio.com]
  • Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully. more[forums.factorio.com]

  • Fixed changing force of underground belt entity would cause desync. more[forums.factorio.com]

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Today we have a bugfix update for you. We made some changes and fixed some issues and bugs, details can be seen in the changelog.

We now also have an official Discord server where you can meet and discuss:
We’re looking forward to see you there. Support will nonetheless only be provided via forum and email.

Changelog v.
  • NEW: Work lights are split between front and rear. Please note: The key assignments for the rear work lights have to be assigned again
  • NEW: The lights in the Claas Arion, Axion and Jaguar can now be controlled via CabControl
  • NEW: The Claas Jaguar now has beacon lights
  • NEW: Mods can now be loaded from zips
  • NEW: When ending a mission before it is finished it will be pointed out that there are still optional tasks
  • NEW: Shuttle mode: Forward and reverse gear can now be switched via keystroke

  • BUG FIX: The trailer can now be emptied completely
  • BUG FIX: The Hawe can now be attached and detached when there’s still some fruit left in the trailer
  • BUG FIX: The driver now drives to the exit of the silo and uses the road when he is finished emptying a trailer that hasn’t been completely filled
  • BUG FIX: After a driver has unloaded the trailer at the silo, he’s available again once he’s reached the field entrance
  • BUG FIX: The...