FortressCraft Evolved

FortressCraft Evolved

Paste Builder
77 Comments
Pokeking 19 Apr @ 4:43pm 
And increasing their travel speed, because they take a long time to get to their destination.
Pokeking 18 Apr @ 8:34pm 
The drones are LOUD if you get close to them. Please consider muting them.
Angry Shredder 22 Aug, 2024 @ 1:22pm 
Why does the dropdown for blocks say "ITEM NULL"?
leilanilad 28 Aug, 2022 @ 12:40am 
(BTW, bug free on my end if that helps with the other discussions).
leilanilad 28 Aug, 2022 @ 12:39am 
Seriously, THE best mod for the game. Amazing implementation.
DreadedEntity 6 Mar, 2022 @ 4:57am 
Is there a repo I can take a look at?
Mad Vandal  [author] 27 Dec, 2020 @ 7:44pm 
DreadedEntity - It's up to the player to manage priority and allocation. If add logic to ignore that then others will complain it doesn't follow the assigned settings. Assign a few solely to the purpose of digging an area to supply paste and expand the mass storage to hold a larger amount.

Right now, there isn't a way to have it just fill in air. Having it use the axis direction going away from the CPH would be helpful. If time ever permits I can add these.
Mad Vandal  [author] 27 Dec, 2020 @ 7:37pm 
"Totally broken" doesn't tell me anything. I need to know exactly what doesn't work. If this running on dedicated server than the DLLs for every mod will need to be manually updated to the latest version.

There is no magic version toggle. Versions need to be compiled separately and uploaded. Of the dozens of changes and fixes made there is no obvious place to mark as a "prior version".
Transendence 26 Dec, 2020 @ 2:57pm 
this mod was working fine 1 year ago now its totaly broken. i ask that a version toggle be added so we can use older untamped with versions of this mod pls.
DreadedEntity 25 Aug, 2020 @ 2:29pm 
I have 3 things
The paste builders always seem to do their jobs starting from Z- and head towards Z+, when you are clearing land southbound, you need to wait for the entire job to finish before you can build anything. Is there any way to address this for southern-expanding bases?

Paste builders always follow priority even if it doesn't make sense to. For example, if you have a clearing operation and a building operation, if the building operation has higher priority the builders will use all of their paste reserves, then sit idly, despite there being a clearing operation where they could be gaining paste

Lastly, is there a way to fill an area underneath the platform when in surface mode? I don't want to replace blocks if there is one, only replace air
Mad Vandal  [author] 18 Feb, 2020 @ 5:17pm 
Did that stuck log entry include distance/coordinate information? If so what were the numbers?
Mad Vandal  [author] 15 Feb, 2020 @ 4:02pm 
That is a notice of a bug with the drone flight target not being the correct distance to do the job. It should break out of that state after a timeout. Since you're seeing that it means the issue to still present and I'll have to test for it some more.
isochronous 7 Feb, 2020 @ 12:03pm 
Out of curiosity, what does it mean when there are lots of "paste builder is stuck!" messages in the output log? I don't know how a paste builder can get stuck.
Stinosko 29 Apr, 2019 @ 12:17pm 
Is there a possibility to limit the total amount of active builders fron the serverside? So poeple don't burn down your hardware? :-)
SilfrenWulf 28 Mar, 2019 @ 12:08pm 
i am using a mass storage however it is really full it fills up much faster then it gets used i turn on destroy excess paste as suggested and it works great now :D i also limit the input of paste to put a cap on the input port that should fix it for the future, maybe you can make it so it gives a message / warning that more empty storage is needed? i believe it said something like storage is full however it did not occured to me that that is actually a bad thing. anyway thanks for the advice :D
The Chosen One 28 Mar, 2019 @ 7:32am 
Or use some trixi 2k hoppers, possible shared. Should work more then fine for most cases.
Mad Vandal  [author] 28 Mar, 2019 @ 5:34am 
SilfrenWulf - The happens because they cannot store or extract paste. It sounds like you're using hoppers which is very very limiting. Use a cluster of mass storage crates with a high stack size. If you run out of storage for paste turn on "Destroy Excess Paste".
SilfrenWulf 27 Mar, 2019 @ 3:19pm 
i really like the idear, however allot of times i have all my builders waiting in mid air above the builder station. after reloading my world they all fly up to the site marker destroy 1 block and go back to waiting mode. for my set up i have 40 builders ontop of fully powered MK3 batteries next to a full mass storage, the builders are also powered and full of paste. after destroying and replacing the builders it seems to work for a little bit, however it falls back to waiting mode once the builder runs out of paste and after filling up it doesn't return to work. for like a week i spend 90% of my time trying to get it to work if i would have done it myself it would have been done multiple times. so sadly for now i have to give up on this mod, ill give it another try once it is updated :)
Demerzel 16 Mar, 2019 @ 2:15pm 
This is the most excellent mod for FCE ever!

Should be in the adventure pack.

The Chosen One 15 Mar, 2019 @ 3:01pm 
Right now when choosing surface/filling up an area it replaces all blocks with the chosen block.
Also removing already placed organus/rock/etc.

Can there be an option (if possible) to let those remain in place? Saves a lot of time if your only goal is just to fill up an area to cover the surface with... stuff.
Transendence 13 Mar, 2019 @ 1:00pm 
right im aware of the older tile that looks like the new room tile. i am refering to the new tile.....
Mad Vandal  [author] 13 Mar, 2019 @ 4:45am 
The cheaper room cubes like that one are not "reinforced" blocks.
Transendence 12 Mar, 2019 @ 3:51pm 
also the room plating block (from the nuker proof rooms mod can still be nuked)
Transendence 12 Mar, 2019 @ 3:50pm 
ok so what is the deal with the room wall panel, out of any block useing mods or not thats the 1 block i have alot of problems with. cant serch for it, it dont show up on the list when you click it. have to use the old drop down to even see it. is that 1 block handeld diffrantly or something?
Lesardah 10 Mar, 2019 @ 11:00am 
Mad Vandal, your mod is simply amazing. So much power to the user, amazing set of options. Hope to see this integrated into Phoenix. It's not overpowered, requires power and time. Thank you for investing so much personal time into this. Really love the work area overlay. Fantastic.
Mad Vandal  [author] 11 Feb, 2019 @ 5:27pm 
Taleteller - I assume you are talking a walled shaft without the wall. That is on the list upcoming changes to be done.
Transendence 10 Feb, 2019 @ 9:28am 
*untouched* by the server and its controls....
Transendence 10 Feb, 2019 @ 9:27am 
Wouldn't that need a massive over wright to the terrain XTML file on demand? not a simple button unless it simply makes all decor invisible to the player but introduced by the server and its controls. is that possible?
Taleteller 10 Feb, 2019 @ 1:24am 
Since this gets updated regularly: Can we get a Checkbox to disable decoration entirely? Sometimes i dont want a fancy tunnel but just bare walls.
<o.O> [GER] 4 Feb, 2019 @ 10:35am 
any knowen issues with the new update 2/3/2019 ?
OPT1K5 19 Jan, 2019 @ 9:19am 
Love the mod!
Is there any chance you couls make the marker force load segments?
It would be useful when building walled shafts because at the minute you have to dig down yourself and load the segments. An increased build depth would be awesome too!
Mad Vandal  [author] 7 Jan, 2019 @ 5:24pm 
What do you mean by "see the room blocks"? Mod blocks should appear in the list of cube options provided a recipe exists to make 1x using paste.
Transendence 7 Jan, 2019 @ 5:19pm 
Long time no see MV. Im not sure if its the mod or if im breaking things again with to many mods.....i cant get the thing to see the room blocks. i am useing the superglass mod and the boomerproof rooms mod. did this break things?
Mad Vandal  [author] 18 Dec, 2018 @ 5:10pm 
I submitted a bug fix to the dev for this that will be in the next release.
=Snappy= 18 Dec, 2018 @ 1:48pm 
Yes, I had a similar experience when authorizing multiple mods when joining an MP server for the 1st time, except instead of black screen it "hung" at the multiplayer "loading" screen w/ all the Arthers. I just backed out and rejoined and saw the dialog properly the 2nd time, but I will try the 'just click the invisible button' approach next time. ;)
Mad Vandal  [author] 18 Dec, 2018 @ 4:21am 
Also of note, on entering enabling mod for the first time there will be a disclaimer popup for each mod on World load. The popup is bugged and will be invisible on the second occurance leaving you with a black screen, but the popup is actually there. Just continue clicking on the same location as the "Enable" where first shown until you get the World loading screen.
=Snappy= 17 Dec, 2018 @ 5:42pm 
OK, thank you! Looking forward to checking it out!
Mad Vandal  [author] 17 Dec, 2018 @ 5:04pm 
No, you have to selectively enable mods on each world by clicking the Mods button and the blue box on the left to enable the mod. Once enabled it will be available after Basic Logisitcs is researched.
=Snappy= 17 Dec, 2018 @ 4:32pm 
So, you need to start a fresh world to use this mod? I DL'ed it to play on someone else's server and it was working in there but when I came back to my own world I don't see the PB etc. in my mfg. menu.
RilyProductions 23 Nov, 2018 @ 7:20am 
This would be insanely useful for the frozen factory dlc, so add that it helps with the frozen factory dlc please.
Teellox 19 Oct, 2018 @ 7:03pm 
@BlueTheFurry:

The builder just needs to be nearby a marker. It'll scan for jobs that need doing. You'll want to put some hoppers next to it wtih both paste and free space, since the system will both generate paste when digging, and use it when constructing.

Jobs don't start until open the marker and select 'activate'. This means you've got a chance to plan your room first.
BeanSlinger419 19 Oct, 2018 @ 4:25pm 
1: How do you connect marker with builder
2: how do you feed the builder paste
Mad Vandal  [author] 18 Oct, 2018 @ 4:45am 
Plans for future update are to thread off segment scanning to decrease scan waits and use a central task delelgation system that can better divide out tasks and work in a more orderly manner.
Mad Vandal  [author] 18 Oct, 2018 @ 4:43am 
Maddo - They will try to find a build job if possible, but more often than not there's a cube to dug first to do the build. It's really best to use this on a mass storage crate cluster as it'll give it the buffering it needs. If you don't have that just put down additional hoppers as paste/ore/terrain spills between adjacent hoppers. Don't worry about running out of paste, you can keep mining coal and digging terrain an soon have tens of thousands of it. You can also research H.E.I.S.T and put that on the hopper to suck up the excess into your inventory.
Maddo 17 Oct, 2018 @ 11:15pm 
My favorite "remove tedium" mod and the biggest reason I didn't get frustrated making rooms.
Just one thing though: when the hopper is filled the builders should start building rather than just sit there or outright destroy it, it leads to wasting tons of paste
Dee 14 Oct, 2018 @ 5:00am 
This is easily one of the best mods for this game. Automating rooms is so goddamn helpful.
Mad Vandal  [author] 9 Oct, 2018 @ 4:54am 
Paste yield is now in the handbook and is the same as workfloor excavator plus a whopping 16 for ore. This usually fills the storage so quick with so much that I'm using destory excess paste most of the time.

Option to ignore ore will go into next update.
Reaper 8 Oct, 2018 @ 7:26am 
oh, and one more thing - What is conversion rate for paste? I have SuperPasteGrinders soo 1block=8paste. Is there same conversion or 1block=1paste like normal. (There will be super nice to have different conversions for DLC owners, but propably not possible :) )
Reaper 8 Oct, 2018 @ 7:24am 
Sugestion - Could you please add possibility to exlude/include ores? thx
Mad Vandal  [author] 4 Oct, 2018 @ 5:35pm 
Mitocondrian - When the machine digging out terrain you recieve paste back from that which then has to be stored. The builder can hold 64 paste and when it nears capacity will attempt to offload it. If it can't then it will wait. You can see status on info popup of the Paste Builder base station.