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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.
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.
Networks should clean up after you remove all stations that use them. If they don't, they'll definitely disappear on a world restart.
Freight Fixes mod bug fixes:
-Fixes an issue with transferring items between cart inventories that would sometimes leave an item unable to offload.
-Fixes corner track to prevent carts from getting stuck on them on world load
-Fixes carts no longer exclude stations for demand balancing when there's only one option.
-Freighters now reject going to stations for assigned station needs they can't serve.
Handbook and tool tip stuff is dependent on feedback. If there's anything wrong, drop it in Discord. Zebra has been collecting and making corrections when they are reported. If no one reports the error, it doesn't get fixed!
Not sure what more is needed performance-wise. FCE is already blazingly optimized. FCP is only going to get better with the addition of newer, more efficient tech. Not many known issues for a game that can push millions of verticies regularly.
UI changes aren't out of the question if they're reasonably productive. The problem is that UI work is especially time consuming when factoring in it must also by MP compatible. If there's a particularly good idea, I note it, but generally core functionality occupies all of what little time I have to devote to it any more. After all, I still have a full time job. This is hobby work for me.
Tracks aren't entities FYI. They can't count carts as they have no logic unlike belts.
First, is a dang search button on the inventory! And, sort-by-type is ... odd. In addition to sort-by-alpha, by-quantity, and by-type, I'd suggest "unsorted" or rather, "custom". The custom mode would remember the players ordering if they switched to another mode and back. Perhaps shift-custom would save a current by-alpha or by-type into the custom's order.
Second - accurate handbook and tool-tip info.
Third, performance improvements. :-(
Fourth, letters and symbols on blocks, ala Empyrion. Make it possible to have large signs as a series of plain blocks, each with a single letter.
I want the wait-for-full, but reading through the forums, it seems to be the #1 thing that people get bogged down over. If it's not removed for FCP, then I suggest adding a mode or toggle for wait-for-full-unless-another-cart-from-a-*different*-consumer-station is blocked and waiting.
I will program just for the fun of it, but hate UI work. That said, most of the improvements that I think you might make are UI:
A filter or sorting button on the transport grid to show only stations for a selected network. Or maybe for a selected freight item.
Clicking on a freight item in network status could show a list of stations using that good, sorted by network.
Station info in the monitor could show everything that's shown in the station interface?
Tracks could count traffic, ala conveyor belts?
Glad you like freight and my other mods!
If you do find any issues that are reproducible I'm always looking to improve the system. It's likely to be even more central to progression in FCP so every fix will make it that much better for release.
Your freight additions to the base game make the game so much better. The freight monitor is my favorite tool for accessing the health and status of my base. Your blueprint builder relieves tedium in a non-cheating way. Your access port is a great QOL addition for my "warehouse". Your MS manufacturer is great for setting up small stations to manufacture large handfuls of selected finished products in a more compact layout.
Here's what I saw:
A network named "Fuel-Relay". Two stations.
Station "provider" had 500 fuel. It had one assigned cart that was waiting to get into station provider.
Station "consumer" wanted 103 fuel. It had two assigned carts. One was waiting to get into station "provider". The other was loading at station provider, but sat for ages with only 9 of 25 cargo loaded.
After typing this, I removed the consumer carts and assigned a second cart to the provider station. Seems to be working as expected now.
Wait-for-full is working for my empties and for a couple of bar production setups. Those bar production setups have three stations. Smelters feed a station with a tiny mass storage. That tiny station is on a dedicated network with one other nearby station having a huge mass storage and a single cart. That huge mass storage has a third station to feed bars to a general network. The huge mass storage has no stockers or output ports, so the size has no impact on performance or speed.
Yeah, I imagine that forcing carts to only carry full loads of fuel is more efficiency than I need, but I liked the idea/puzzle of making it happen.
P.P.S
This comment brought to you by the 1000 character limit on comments. :-/
Oddly enough, a similar setup with one or two consumers of empties and multiple providers of empty fuel cans has never glitched.
What am I doing wrong? I see that the consumer will send a cart when it only needs one or two canisters. That should be OK; it seems that the station *usually* does notice that the consumer now wants more than it originally wanted.
It would also also be good to know so we can be wary about compatibility with other mods which may have similar features / fixes.