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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.

0.16 to be declared stable

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Rseding thinks that we have the least amount of bugs in the game we ever had. Mostly because of the automated reporting system and partly because of my pushing of everyone to fix everything before starting other tasks. The 0.16.35 (to be released soon) will be declared stable on Monday, if no critical problems are discovered.
This naturally leads us to:
0.17 plan
Major features of 0.17:
  • Mini tutorials (kovarex, Twinsen, Albert, wheybags).
    We would like to iteratively improve the quality of the tutorials based on our first attempts and cover the rest of the game mechanics by it.
  • Improved First Steps campaign and new main campaign (v453000, Albert, wheybags, Ben).
  • Gui rewrite. (Twinsen, kovarex, Dominik, Albert).
    It is both improving the looks of the GUI and changing the way it works. Some of the drafts were already published in FFF-212[www.factorio.com]
    andFFF-191[www.factorio.com]
.
  • New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders (posila,...
SCS Software Tioga Pass
From time to time, we like to revisit a region already covered in our games, and change things around, or add a new route. You can look forward to such retouches appearing especially in Europe later this year ;). For today, we would like to show you a new route that we are adding to American Truck Simulator's California.

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With the scale of our worlds compared to reality, we simply have to focus on major road arteries to form the road network. There is usually not enough room to even think about squeezing in any lesser roads. But we enjoy making exceptions and based on feedback from our fan community, so do the players. We have noticed a bit of empty space next to the Sierra Nevada, did a little research, and felt that it would be a great opportunity for one of our new map designers do cut his teeth designing a pass across the mountain range. There was just one small problem - typically commercial trucking is restricted in US national parks! Still, this region is so scenic and the task was so tempting, we decided to give it a go, and to find an excuse in the game for allowing the player to travel across the mountain pass....​
Following our previous blog post and livestream Q&A there has been some confusion surrounding our plans and the future of Space Engineers. Yesterday, I had an interview with Captain Jack who wanted to get to the bottom of some of the questions coming from the community.


http://blog.marekrosa.org/2018/03/space-engineers-answering-community.html
Following our previous blog post and livestream Q&A there has been some confusion surrounding our plans and the future of Space Engineers. Yesterday, I had an interview with Captain Jack who wanted to get to the bottom of some of the questions coming from the community.


http://blog.marekrosa.org/2018/03/space-engineers-answering-community.html
Features
  • Added dropdown to the replay viewing control that allows to switch between the view of different players.
Changes
  • Updated map-gen-settings.example.json. more[forums.factorio.com]
Bugfixes
  • Fixed, that when the server is slower then the client, the player input is stuck. more[forums.factorio.com]
  • Fixed that using rail by the rail planner stopped replay. more[forums.factorio.com]

  • Fixed that burner inserter didn't show fuel in the entity info. more[forums.factorio.com]

  • Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) more[forums.factorio.com]

  • Fixed PvP script error when 'DEFCON timer' was set too low. more[forums.factorio.com]

  • Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. more[forums.factorio.com]

  • Small improvement in mining logic when using rail planner. more[forums.factorio.com]

  • Fixed an issue with un-researching...