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Cattle & Crops Milestones To Complete
Made 29/04/17
Updated: N/A

This Is a list Of features still being Developed For MS1, All features over 70% are not included in this list. When This list is updated 2 new columns will appear with the date and the new percentages.

Name of feature Current Percentage (%) Percentage Left for EA (70%)
Bio Gas Filling

Download Server
Steam Support
Physical terrain effects
Dynamic fill planes
Modding tutorials

Message Board: Notice-, Error,
- Warning and Information window


Navigation system

Hope This Helps [​IMG]

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One thing essential for a good harvest is nice steady rain. But: no cow likes it if the straw gets wet thanks to a leaking barn roof.
We have successfully solved this problem and managed to bring in the hay safe and dry in time. Even during heavy rain the farmer can inspect his property in a dry driver’s cab. Take a look at our newest dev log video where we’ll show you the behavior of rain in Cattle and Crops.

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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...