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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.

Public service announcement - Possible server breach and outages
In the past 7 days, our services (authentication, multiplayer matching, mod portal, etc.) experienced multiple outages. One of them was caused by one of our service providers and resulted in a roughly 6 hour long outage on Tuesday evening. This was a widespread outage all over the internet caused by problems with Amazon's AWS S3 and also affected other services, for example Instagram, Imgur or Trello.

The other 2 outages were the result of a possible security breach of one of our servers, acting as the master content server at the time. On Friday, just before midnight UTC, we were informed by Linode (our server provider), that a brute force SSH attack was originating from that server, targeting a specific IP in the OVH network. As a precaution, the server was cut from all network traffic, which caused a short outage. We haven't managed to determine, whether that attack was caused by a bug in some software or a runaway process, or if it was caused by someone who managed to gain access to the server. We can't say if it's possible to spoof the IP address of an attack of this kind and make it look like the attack is coming from someone else.

As a security measure, we have destroyed and redeployed all 3 content servers we currently operate, improved our firewall and automatic banning rules and invalidated passwords and SSH keys. All the releases that are available for download were checked and none of them were...
Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more.
Wheel suspension blocks have new default settings that will make building the average wheeled vehicle much easier. These settings can of course be adjusted to your liking as before but now wheels should be much better from the get-go. The range of ship-based welders has been increased making them massively more efficient to use again over hand welders and lastly, we resolved a couple issues related to the renderer.

In other news, there’s a group from Keen Software House at GDC 2017 this week including the producer of Space Engineers, the producer of Medieval Engineers and a red Space Engineer… This coming Friday, they’re organising a fan meet-up so if you’re going GDC and would like to join in, please contact Deepflame via the KeenSWH Discord: https://discord.gg/KeenSWH


Full list of new features and fixes: http://news.spaceengineersgame.com/update_01_177
We are ready to start public testing of a new Update for ATS today. ETS2 Open Beta should follow later this week.

After rescaling the ATS world in 1.5, we have focused on driver experience improvements in this update.

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We have already mentioned liftable trailer axles in a previous blog post. Weigh station pass device is another little "cabin toy" that's a part of a trucker's life, so we felt that it should be brought into the game.

This update also improves simulation of a vehicle's engine internals. There is more attention now on varying performance of different configurations, we have enhanced adaptive transmission modes, and also added the differential lock, which may be handy on uneven surfaces. Additional improvements to vehicle behavior include air brake simulation tweaks, also engine brake input in certain situations has been changed. We have also increased the range of available FOVs for multi-monitor setups.

About the weigh station pass device:

The box is mounted on the windshield of the truck. In the game, it works the same way as the weigh station functionality that's a part of the on-screen Advisor "widget." For players who prefer to switch off all user interface elements to get a more immersive experience, they will...​
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Patch 255 is another tech-focused patch introducing brand new TEK structures for Survivors to enhance their building experience, a new head and facial hair style, 30 explorer notes, plus four new creatures to discover, tame, and train as you explore the ARK.

With over 20 new TEK Structure pieces to play with, Survivors will be able to upgrade their bases to this new defensive tier. Similarly to the TEK released in 254, Survivors must defeat the bosses to gather the TEKnowledge necessary to use the engrams and craft the items.

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Alongside the TEK tileset, we are also introducing the TEK Forcefield. The TEK Forcefield is a large dome, adjustable in size, which is powered by Element that protects all allied creatures, structures, and players within it. The forcefield provides great resistance to incoming attacks and prevents non-home members from entering the structure.

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Today CnC release a statement where they are going to delay the release for the alpha version by about 2 weeks. Here is there full statement:

We’ve made the decision to postpone the planned start of the Early Access phase for a few weeks, the reason being the standard of quality that we’ve set as a goal for the game. Currently we’re not 100% happy with a few game aspects - concerning both the performance and gameplay bugs. We are certain that we’re able to improve these areas considerably and think a little bit of extra time is the key to creating an optimal gaming experience for you.

We’re specifically working on improving frame rates concerning vegetation (grass, fruits, trees). At the same time we’re implementing our dynamic weather and clouds system, creating tutorials and of course handling the internal test phases.
At the moment, the programming division is working on gameplay elements such as a detailed feeding and fattening system, a realistic biogas plant simulation, the implementation of UI and AI systems. Most of these areas have been completed, others still require a bit of fine tuning.

Meanwhile we’ve spent the past two months fixing, adjusting and tinkering with the vehicle physics and handling and have added significant enhancements. Vehicles and equipment use virtually real data in Cattle and Crops - be it the weight, the suspension or the engine power. Simultaneously we’ve added three realism levels that...