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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.

0.15 release
I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised.

Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break.

If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively:

Help us fix desyncs!
As you may or may not know, our multiplayer code uses Deterministic...
Our work on the announced models of SCANIA Next Generation trucks for Euro Truck Simulator 2 continues successfully. We're excited about reaching an internal milestone and want to share a couple of screenshots with you.

Despite some resistance from the vehicle department (they prefer to show off their creations when they are fully complete), we were able to get fresh Scania S 4x2 High Cab shots. This model is in a development phase when it can already be presented in the game environment to review and assess the implementation of its characteristic features. First look at the details of the cab interior is also possible now. Keep in mind that the presented model is incomplete and subject to further tweaks.

Both Scania S and R models are under development in parallel. There is still a ton of work left and many details to polish before we reach the finish line, but as you can see, we are giving them a lot of care!

  • Wave defense: Units won't spawn if there are more than 500 already on the map.
  • Wave defense: Added a 'Unit bounty bonus' upgrade.
  • Removed the ability to set /color using RGB values.
  • Wave defense: Added Uranium to the map.
  • "Disable all mods" option in mod load error dialog doesn't disable base mod anymore.
  • Changed stack-split so "splitting" a stack of 1 still transfers the 1 item. more[forums.factorio.com]
  • Change submachine stack size to 5. more[forums.factorio.com]
  • Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.

  • Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. more[forums.factorio.com]
  • Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. more[forums.factorio.com]
  • Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. more[forums.factorio.com]
  • Fixed crash related to connection attempts from players...
Hello, Engineers! This week’s update is another minor release that contains crash fixes and smaller improvements as the team continues work towards the next major release. Good news - we managed to improve AMD compatibility and fix flickering shadows issues!
We’re also working on more performance optimizations and ways to make the 3rd person camera function better with creations that have subs-grids so there’s less snapping to 1st person when rotating the camera around the main grid.

Full list of new features and fixes: http://news.spaceengineersgame.com/update_01_180_2
We are excited about our progress on New Mexico map DLC expansion for American Truck Simulator. It is still going to take us some time to wrap the work up and polish it for release, but we feel that we are ready to gradually start showing you new cool stuff from New Mexico.

An important part of the in-game economy are the prefabs representing local industries. They should be visually recognizable and believable for gameplay to be fun. Prefabs are often represented by a typical building, special-purpose installation, or even a whole industrial complex. We focus on their realistic appearance and adjust them to fit perfectly into the surroundings. The team is doing their homework on research to make sure we take proper inspirations from relevant real industrial facilities as the basis for our work.

Stone by stone, we piled gravel deposits to represent the location for the transport of bulk materials. It's made up of tons of raw materials, loaders, conveyors and other heavy machinery.