FortressCraft Evolved

FortressCraft Evolved

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Post-P25 Freight Fixes
   
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13 Dec, 2019 @ 4:23pm
14 Jan, 2023 @ 10:31am
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Post-P25 Freight Fixes

Description
This mod is a running collection of bug fixes/polish that have been addressed for FCP that were easy enough to merge in for FCE as a mod. Enjoy!
40 Comments
mxforlife 22 Feb @ 6:12am 
@Pokeking: These fixes are for the base game, whether you have the Adventure Pack or not.

It's bugs that have been fixed in Fortress Craft Phoenix they are currently working on but implemented as a mod for Fortress Craft Evolved.
mxforlife 22 Feb @ 5:48am 
I noticed this mod and some more of Steman0's mods use Harmony V2 but the rest of the community use Harmony V1 still. The developer of Harmony V2 clearly states you should NOT mix those in the same environment.
What is the general though about that?

I'm asking because I get an Exception "Harmony exception: Could not load type 'Harmony.Patch[]'" from this mod when it tries to patch ItemBaseUtil.MoveItem().
Guessing it's because I also run Wariat117's Improved Mass Storage that does the same patch of that method, but uses Harmony V1.
My main problem is that this causes the rest of the patches this mod is supposed to apply not getting done since the try/catch statement exits after that exception.
Pokeking 9 Dec, 2024 @ 7:08am 
So these fixes are for the mod, or the carts from the DLC?
jey123456 15 Jan, 2023 @ 12:36am 
im happy to see this is still being updated. just as i was hitting an issue with carts getting stuck at wait for full station, i see a patch fixing that. thank you =D
Phooenix 20 Apr, 2022 @ 12:28pm 
Okey well thank you for all your good answers, and a great mod :)
steveman0  [author] 20 Apr, 2022 @ 4:13am 
I'll note that some mods have been known to not play well with freight. It's entirely possible that one of the modded inventories was contributing to problems. They've been known to spontaneously stop working leading to apparently non-functioning stations. Not saying that is what happened here - I know specifically Tricky's Hoppers were prone to this issue - but I couldn't rule it out.
steveman0  [author] 20 Apr, 2022 @ 4:13am 
Multiple networks are provided exactly for this kind of precision of control. Sure, it's more effort than just adding more carts, but it guarantees a perfect balance. Unfortunately, timing being what it is, it's very hard for carts to predict which station will be occupied when it arrives several minutes later. As I said, they'll do their best to balance where they can, but you need enough carts on the system for that averaging effect to notably work. Otherwise you can end up with cases like you have where timing is just such that carts pick a station and it aligns the arrival with a time that another cart is already arriving or otherwise still finishing.

Networks should clean up after you remove all stations that use them. If they don't, they'll definitely disappear on a world restart.
Phooenix 19 Apr, 2022 @ 1:36pm 
And that station Supply/demand you described, every station on each elevator had almost identical cargo (+/- like max 5) since I use the big chests mod and have turned on sharing so it spread across all stations and the same on the dropoff side. Each lift had 2 stations each with connected inventories (To be clear im talking about the previous configuration not my new) and they still wanted to serve the lift closest, even if there was more ore in the other lift.
Phooenix 19 Apr, 2022 @ 1:27pm 
The problem seems to be that it's a pretty long distance, it takes a cart like 1.5 minutes boosted from pickup to dropoff and then if i have parallel offloading (which i need for the speed) and they all finish in that window they will all go to the closest loading bay, but I managed to fix it, I made 8 different networks with 2 carts on each, so I have 8 unloading stations in my base and 4 loading stations on each of the two elevator, but I have a feeling that this is not how it's supposed to work, or how you intended it to be used but it works better. It may have worked with the previous system I described earlier if I had 16 carts like I have now. I also didn't manage to find a way to delete a network, I read the manual and looked everywhere, is there a way?
steveman0  [author] 18 Apr, 2022 @ 4:24am 
There is some logic for that, but it can't be precise enough to capture every possible situation. Timing also makes it entirely impossible to cover all cases too. The carts diminish priority for stations that already have carts on the way, but this is a skewing factor and not a hard rule because otherwise it could lead to situations where stations are under served. This logic works much better for higher cart volumes than it does for individual carts. If you scale up cart volumes you'll notice it more clearly. Station supply/demand factors in as well, so you'll see the effect more prominently if you don't have a skew in supply to one station over another. If one station only ever gets a portion of the total, it is likely to see fewer carts to try to match the intrinsically lower supply. This is where appropriately balancing your cart assignments can help offset the imperfect nature of the auto-balancing logic.