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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.

Cattle & Crops Map sieze
So, how big maps will be supported? My favorit in fs17 is the südharz map due to being so large. I would love even bigger maps if it would be possible. Just the thing that you don't have all the fields and sell points just around the corner is lovley and feels more realistic too me [​IMG] Also having it so that you can use a truck to sell the grain without making impossible turns with it would be nice.

All this can be achived with modd maps if large Maps are supported

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  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. more[forums.factorio.com]

  • Fixed that the UI scale option wouldn't apply until restarting the game in some cases. more[forums.factorio.com]
  • Fixed that number-input fields would also block letters/other keys. more[forums.factorio.com]
  • Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. more[forums.factorio.com]
  • Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. more[forums.factorio.com]
  • Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. more[forums.factorio.com]
  • Fixed long strings in the right description pane. more[forums.factorio.com]

  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. more[forums.factorio.com]

  • Fixed that teleporting entity ghosts didn't...
We are proud to announce our partnership with the European Truck Racing Association (ETRA). ETRA has been the promoter of the FIA European Truck Racing Championship (FIA ETRC) since 2016. They have been very kind to approach SCS Software with the opportunity to show our games to the visitors of ETRC racing weekends.


Here is the plan - SCS Software will be a part of the show at several upcoming championship races in 2017, and possibly beyond!

The very first event coming up is the third round of races, held in Germany at Nürburgring, July 1 - 2, 2017.

And we are really pressed for time...

You see, we have been thinking about building some sort of demonstration platform for our games for quite a while already; something that we could deploy to the various games industry shows, as well as transportation industry events, something that would make a lasting impression on visitors. The impulse from ETRA was the final inspiration to turn the vague plans into reality. The final go-ahead was given only a couple of months ago, and we started designing and working immediately under a crazy tight deadline.


We are building...​
Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.

fixed various sound crashes
fixed MP desyncs while using landing gears
fixed landing gear functionality

Full list of new features and fixes: https://forum.keenswh.com/threads/7395655
  • Blueprints in the blueprint library are sorted using case-insensitive natural compare. E.g. the sorting order now is "1", "2", "10", instead of the previous "1", "10", "2".
  • Inserters will no longer drop what they are holding when disabled by the circuit network. more[forums.factorio.com]
  • The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
  • Multiplayer creation GUI now remembers game name. more[forums.factorio.com]

  • Explosive Mine now only does damage to enemy units and structures.

  • Added missing vehicle collision sounds (pipes, solar panels, etc...)
  • Reduced volume of ore mining and tree chopping.

  • Toggling fullscreen via options or Alt-Enter now keeps window on the same monitor. more[forums.factorio.com]
  • Fixed that in long recharging queues some robots would never get a chance to recharge. more[forums.factorio.com]
  • Fixed that it wasn't possible to click and drag blueprints into an empty blueprint book. more[forums.factorio.com]
  • Fixed that deconstruction/blueprinting selection would be canceled if the selection ended on one of the...