FortressCraft Evolved

FortressCraft Evolved

Enhanced Lift
48 Comments
Angry Shredder 22 Aug, 2024 @ 11:13am 
Wish that it can go 2048m or more.
Starkwood 26 Jul, 2024 @ 2:19am 
very nice
sidfu1 15 Aug, 2023 @ 9:11pm 
nvm i fixed it. was a wierd issue of steam screwing up the install or files
sidfu1 15 Aug, 2023 @ 7:08pm 
seems sometime you removed the actual lift stop building so mod is ptey usless without it.
Temil2006 28 Nov, 2022 @ 7:51pm 
found a bug where if you place the STOP at 0m .. it doesn't link to the elevator. playing it at 1m works though.
Mad Vandal  [author] 16 Apr, 2022 @ 8:51am 
Windows explorer search is crappy in that it only indexes certain file types and folders. You need to go to the local profile folder.
Mad Vandal  [author] 16 Apr, 2022 @ 8:46am 
Key bind XML should be in the above folder for the OS you are running after being run once.
ChaosOrder 28 Mar, 2022 @ 6:36am 
ok edit on 2. helps if ya look up and see blocks blocking me lol
ChaosOrder 28 Mar, 2022 @ 6:34am 
1. I cant find the keybind file anywhere, searched whole pc for file name nada only png files
2. no matter what i do the dang thing stops at 40 blocks from start
The Illusion 27 Nov, 2020 @ 7:09pm 
Ive noticed that just before the cold caverns, the lift accel to 27 m/s, Almost killing the player when you hit it (Player cant stay on it during this accel)
-₪EPIC₪- Fail 9 Jul, 2020 @ 1:13am 
Thanks for fixing the left over lift bug. :sundae: Had to restart when ever I moved the lift further down or face smashing into it each time I went down. :meatchunk:
Mad Vandal  [author] 8 Jul, 2020 @ 6:35pm 
You only need one compressor on a lift.
ack_ptbhbhbhb 7 Jul, 2020 @ 7:52pm 
Yes, you do. (though I think the height varies on vanilla, based on single player or not)

But it's not at all obvious that's the problem when your compressor doesn't have power... I'm just saying that the tooltip would have helped.

And that still doesn't actually answer the question: Does the lift need just one compressor to reach its full height of 1024? Or does it need multiple, and if so when. Does higher traffic mean you need additional compressors? If so when.
Mad Vandal  [author] 7 Jul, 2020 @ 7:28am 
You need a compressor for heights above 64m just like vanilla.
ack_ptbhbhbhb 6 Jul, 2020 @ 8:36am 
I figured it out! The lift stop MUST be placed facing the side, so the lift is to ONE SIDE of the stop. Placing the stop directly facing the lift DOES NOT WORK.Rotating it does correct that.

So maybe document that behavior in the help page, or fix it so it checks in front and back as well as side to side.

Best would be to add a hint instead of the "Linked Lifts: 0" line. I'd suggest:
"No lifts found!"
"Check stop rotation?"
"Does lift need powered compressors?"

Documentation is also unclear as to what heights require an additional compressor. Does one compressor suffice for a 1024 height lift? Or do you need two to get beyond 512? Or does each compressor add a certain amount of distance so you need 5 powered for a 1024 high lift?
ack_ptbhbhbhb 6 Jul, 2020 @ 7:23am 
(Just tested, manually moving up works fine, I can shoot into the sky no problem. Stop still not connected to the lift.)
ack_ptbhbhbhb 6 Jul, 2020 @ 5:27am 
I'm single player mode, so I figured I'd just gradually make a Hellavator, moving the lift to the bottom of the shaft every time I go down a little further. I quickly learned several things:

1. Always carry several spare lift stops. This is important because they're the only way to SUMMON the lift.
2. Always have a spare lift and compressor with me, as losing the damn thing winds up being a death sentence.
3. It's not actually required to remove the existing lift and carry it down, as you can remove it on the way back up.

(1K character limit on comments seems kinda arbitrary to me...)
ack_ptbhbhbhb 6 Jul, 2020 @ 5:26am 
And NOW I'm having and issue where it won't go to the top and I have to grapple up from my iron mine... I have NO IDEA why it's not going higher. There's a lift stop at the top that's refusing to link to the lift. I added another compressor and that didn't help. Maybe try manually going up and see how far I get?

I though at first that the shaft may be obstructed somehow, but then I noticed (and I love this) that the lift goes up and stops when the shaft is obstructed! Thus allowing me to clear the obstruction! That's awesome, thank you! So an obstruction clearly isn't the problem I'm having, and I don't know how to diagnose it.
ack_ptbhbhbhb 6 Jul, 2020 @ 5:26am 
Two Issues, first is the same issue as plc.reboot. Lifts one placed, remain if removed. They vanish in about 15 minutes or so, but cause issues until they do.

I'm also having issues with the lift not wanting to go UP as far as it should, and I have NO idea why.

The first time this happened, I eventually discovered it was because I needed a powered lift compressor. Which is fine, but could the lift stop at the top (that's not linking to the lift because the lift can't go high enough) display a message about that? It would have saved me fifteen or twenty mintues of fiddling.
Max 11 Apr, 2020 @ 7:17pm 
@plc.reboot, that's the same issue that we had on our dedicated server but it was resolved in the last update.
If you are playing single player it should be fixed, if multiplayer server like us make sure you delete the mod server side and re-upload the new version from your client.
It's currently working for us since about a week. Good luck!
plc.reboot 11 Apr, 2020 @ 2:35pm 
Hello, there.
Similarly to Max, I am just coming back to this game after a long absence. I used this mod in the past, and minor problems that I had with it at the time were fixed. I am having a new problem. At least, it's a problem that I didn't see back then.
If I try to remove an advanced lift, I 'pick it up' and it returns to the inventory but it's still there in the game. Sort of. I can stand on it, but a lift installed lower in the same shaft will rise up through it but I can't take a lift DOWN through it, because I stay standing on the 'phantom lift' that isn't supposed to me there.
I tried to give an agonizingly detailed account, but the comment wouldn't save, so you get this Reader's Digest Condensed version. Tried to delete a lift. A 'ghost' of the lift stays there and plays havoc.
This is in single-player.
Max 30 Mar, 2020 @ 6:06am 
Sounds good, btw, am using about 8 other mods of yours which work well and are a great and welcome addition to the game so thanks for that. Still learning a lot.
I am also on the FCE discord if that helps at any time for troubleshooting.
Mad Vandal  [author] 30 Mar, 2020 @ 5:22am 
Max - I'll try another test tonight.
Max 30 Mar, 2020 @ 1:17am 
This was a brand new install of everything on March 26th so what was on the client in the corresponding mod folders was copied as is to the server.
These are the files on the server: http://prntscr.com/rpa2p6
Mad Vandal  [author] 29 Mar, 2020 @ 8:33pm 
Max - Did you update the DLL on the server side? You have to do that manually.
Max 26 Mar, 2020 @ 4:37pm 
Just coming back to this gae after quite some time. On a dedicated server the issue with the lifts still persists as described way back in March 2019 in regards to removing the first lift in a play session will visible leave the lift there until you log out and back in. Subsequent lift placements and removals are ok. This issue is not present in single player.
Mad Vandal  [author] 29 Feb, 2020 @ 9:17am 
An update pushed to fix that.
Maddo 29 Feb, 2020 @ 9:05am 
huh I think the update made all my enhanced lift compressors fall off the lifts and they won't stick to the lift, they keep falling off, failing to find the lifts
Mad Vandal  [author] 11 Jul, 2019 @ 5:35am 
Austin5003 - The only issue I could reproduce was moving past the maximum. I did fix a bug with allowing manual control go past the absolute maximum. If the lift is moving very very slow then it's obstructed or the maximum clearance hasn't been fully scanned. It may take 5 minutes or so to fully scan the clearance on world reload. Do you have any lift stops set?
Austin5003 8 Jul, 2019 @ 11:27pm 
Lifts don't respond to manual control if they're at the top end of their extension range
Mad Vandal  [author] 11 Mar, 2019 @ 5:51am 
The lift must be to the right/left side the stop machine. This will probably change in a future update to avoid confusion.
plc.reboot 10 Mar, 2019 @ 8:18am 
I am liking this mod. I have found the 'stops' to be a bit fiddly - sometimes you have to rotate them or pick them up and put them down again before they recognize the lift, but it's really sweet once you have it set up.
Mad Vandal  [author] 2 Mar, 2019 @ 8:18pm 
I'll have to try and reproduce the issue, knowing that it's on the first one helps alot.

The super slow lift speed happens when the lift is blocked or hasn't finished the clearance check.
Max 2 Mar, 2019 @ 5:38am 
Also note that at some point the lift movement using CTRL Home/End suddenly became extremely slow as in maybe locked in at < 0.5 M/S. No amount of leaving it alone for a while and trying again would make it go faster, it was odd. I will see if I can pinpoint why that might happen.

I'm adamant about getting this to work, hehe, I really need (ok, want) lifts that move more than 64m in height (vanilla limitation for network play).
Max 2 Mar, 2019 @ 5:37am 
Yes, it was a dedicated server. I only just subscribed 3 days ago to it so definitely after your Feb 10th update. I copied the whole workshop mod folder over, there is a dll in there.

See this link for a screenshot of folder contents: http://prntscr.com/ms8qmn

After more playing around it is only the first one that is placed during a play session that behaves in the strange manner.

Place lift, remove it, lift block is placed back in inventory, it flashes gone for a sec and then comes back, you can use it but you can't remove it because the block is no longer there, you can't target it.
You can now place and remove subsequent ones as normal.
Log out, log back in, the one that was "glitched" is now gone.

I have reproduces this on several play session.
Obviously one isn't going to do this often, I just believe in reporting all "bugs" in the interest of improvement.
Mad Vandal  [author] 2 Mar, 2019 @ 4:15am 
Max - Is this dedicated server? Was the latest DLL version copied to the server?
Max 1 Mar, 2019 @ 12:31pm 
When I create vanilla Lifts I can right click the bottom center block to remove them and they do so, immediately.
When I try and remove these enhanced lifts you get the block back immediately but it does not actually disappear, you can still use it. When you log out and back in only then is it really gone.
Seems like there is a sync issue however not with the vanilla game variant.
Max 1 Mar, 2019 @ 9:58am 
Nice, one question, I placed one near my base to test and I can't figure out how to remove/delete it again to relocate it.
Mad Vandal  [author] 9 Feb, 2019 @ 8:41am 
Today's update requires updating server files.
Mad Vandal  [author] 5 Feb, 2019 @ 6:56pm 
I was able to find some new issues with client/server use. Fixes for those are in progress.
Mad Vandal  [author] 5 Feb, 2019 @ 4:30pm 
There was a player use lock at one point where only the first one could control it, but I thought I turned that off, will have to look. Unfortunately it's impossible for me to multi-player test/debug.
Crank 5 Feb, 2019 @ 3:01pm 
in single player this is absoultely amazing!! great job. however, coop server where i just host a game from my single player, does not work. Its really weird and hard to discribe. The other player cannot operate the life when on it. it only operates in an instance where i control it. Whatever floor i left it at last, is where the other player sees it. the odd thing though, is once i am on the lift, the other player can control it.

hope this helps!
Titanium Jesus 30 Jan, 2019 @ 2:59pm 
Nice job MV, gunna try it immediately.
Shiri 29 Jan, 2019 @ 11:10pm 
Ah cool, I will definitely say this added a very very nice touch to my game.

I had recently restarted anyways, and now my base is shaping out to be a vertical column of workshops, and it's very satisfying to just key in a level and go to it
Mad Vandal  [author] 29 Jan, 2019 @ 6:14pm 
On servers each client sees lifts as their very own, which looks kinda silly at times watching other players float up and down. Not so with this....but If it becomes too chaotic I'll have to switch it.
Shiri 29 Jan, 2019 @ 4:42pm 
Finally somebody made it!

About to go play with it, so I may figure this out by the time you get to it... does "one lift for all players" mean there's only one of these available per world? even in single player?
ZaGeR 29 Jan, 2019 @ 6:23am 
Wow! Cool! Thank you!:thumbalift:
Stinosko 28 Jan, 2019 @ 1:56pm 
Keep up the great work! Gonna test it out tomorrow :D