FortressCraft Evolved

FortressCraft Evolved

Bug Fixes and Improvements
31 Comments
-₪EPIC₪- Fail 3 Dec, 2023 @ 11:57am 
ugg, I said the wrong name, its wariat117. wariat117 didn't want to update their mod. I poked at both mods and I see that you replace the "LookForItem" function and super beacon wants to do the same thing. You mod seems to load after super beacon and wins thus super beacon does not work. It seems to me that all that is required is to put in super beacon a soft dependency on your mod so that you mod will load first and then super beacon. So, I don't think there is anything to be done on your side... unless you release your own super beacon. :BL3Shrug:
-₪EPIC₪- Fail 1 Dec, 2023 @ 9:13pm 
Hi Mad Vandal, wondering if you have some time to spend on this mod? Found a mod (Steve's "Super Beacon") which stops working when this mod is applied. Someone brought it to Steves attention a while ago but Steve says they are not going to work on it. Any chance you can find and squash that bug on your end... if it is your mod at all causing it? Thanks.
Quazar 15 Oct, 2022 @ 8:36pm 
Ah alright Vandal makes sense. I think the mod is fine, there are no errors in my log. Thanks for getting back to me and man, job well done on so many great mods!!
Mad Vandal  [author] 13 Oct, 2022 @ 4:54am 
Quazar - This effects the apostrophe/double quote key next to the enter key not the tilde key. It is working locally so if you are having a problem it is likely a conflicting mod using an older version of the Harmony library. Can you check the output_log.txt file in C:\Program Files (x86)\Steam\steamapps\common\FortressCraft\64\FC_64_Data folder for errors mentioning this mod name after loading a world and then exiting the game.

martinvchess - Which resource setting did you change and to what did you set it to?
Quazar 11 Oct, 2022 @ 9:21am 
"The apostrophe key will no longer launch the console popup which interrupts use in setting signs" HOW? my console still pops on `

Thanks!
martinvchess 5 Sep, 2022 @ 3:42pm 
The biggest problem with this game is that when you change the resource settings it does somehow affect the power output of the pyrothermic generator and the turbine. I told the developer and he doesn't believe me or doesn't care, but you can try for yourself.
Mad Vandal  [author] 30 Aug, 2022 @ 6:47pm 
Ya, Steve did any not in the last path.
YouTube.com/StoneLegion 26 Aug, 2022 @ 10:05pm 
Thanks for this :) Should I still grab Steves Freight fixes or does this also include them?
Mad Vandal  [author] 3 May, 2020 @ 7:31am 
That shouldn't be enabled for the release. I've pushed an update to remove it.
-₪EPIC₪- Fail 3 May, 2020 @ 1:37am 
I think your mod is spamming the log file like... a LOT
[code]
[MOD: Bug Fixes and Improvements 5/2/2020 3:57 AM]
Item: Ruined Stinger Lift: 293.1996 Awake:6.799998
[/code]
Mad Vandal  [author] 2 May, 2020 @ 9:43pm 
RevMortis - There hasn't been a change to ConveyorEntity since January. I pushed an update that doesn't use the patched offload for turntables just in case. Let me know if this changes anything.
RevMortis 1 May, 2020 @ 7:38pm 
@Mad Vandal - Latest version breaks Turntables. The Turntable bugs out when it tries to push ingots back at the conveyor feeding the turntable.
Mad Vandal  [author] 6 Mar, 2020 @ 2:13pm 
I decompiled Super Beacon and it's a hack job of the vanilla. The proper way to create a new mod machines off the vanilla and trying to hack it up. Interestingly the method I overrode isn't one of the ones overridden in Super Beacon. So in theory it should work now. I may have time to test it more this weekend.
Zippy 5 Mar, 2020 @ 10:04am 
The super beacon gets stuck on "scanning for objects" and is unable to pick up items at long range. The mod is implemented weirdly, as it seems to modify normal beacons to work the same as super beacons.
Mad Vandal  [author] 5 Mar, 2020 @ 5:21am 
It's not handling the last of a stack or single stack correctly. A update has been pushed.
Mad Vandal  [author] 5 Mar, 2020 @ 4:43am 
Thx..That was a submitted fix. I'll take a closer look at what it might be doing wrong.
Zippy 4 Mar, 2020 @ 7:07pm 
It causes the beacons to be unable to pick up items(though sometimes it does). Someone else who had this bug said that it started happening shortly after 2/22. The super beacon mod description mentions fixing the bug with beacons and item stacks, so I'm guessing the two fixes conflict.
Mad Vandal  [author] 4 Mar, 2020 @ 2:51pm 
Zippy - Details? Error in log?
Zippy 3 Mar, 2020 @ 5:23pm 
This is incompatible with the Super Beacons mod.
Mad Vandal  [author] 6 Jan, 2020 @ 5:03am 
If you're still having problems then yes. You might have to send it to me on the FCE discord as Steam removes links from comments shortly after posting.
_HL4E_HalfLife_ 5 Jan, 2020 @ 6:50pm 
Do you want me to rar my world and upload it to google drive?
Mad Vandal  [author] 5 Jan, 2020 @ 4:30pm 
Yes, everything in this mod uses code injection. I've pushed an update to cap builds at 10 per second. I don't have an Under the Dome world setup to really test with so I'll need to know if this is working ok without breaking Under the Dome.
_HL4E_HalfLife_ 5 Jan, 2020 @ 2:46pm 
Oh really? your able to do something like that without DJ making a build?
Mad Vandal  [author] 5 Jan, 2020 @ 1:57pm 
I looked at the code and I need to make a patch to limit the number of resin builds per cycle when "under the dome" is active. Might be able to do this tonight, if not then sometime late tomorrow.
_HL4E_HalfLife_ 5 Jan, 2020 @ 1:36pm 
Yes "under the dome" mutator, my world has been grinding to a halt as of lately and I'm only at about 35'000 machines, build orders are failing about 20-30 min after loading up the world, as a comparison my other world that has the rail gun started failing build orders at about 80'000 machines.
Mad Vandal  [author] 5 Jan, 2020 @ 1:24pm 
_HL4E_HalfLife_ - No, the increase number on the surface is to compensate for scenarios where there are less than 5 hives within reasonable range. Hive spawn occurs only when a segment generates for the first time so once you've explored an area you won't get any further spawning and generation below the surface is cut off which stops migration. Normally only the closest hive grows. When you say "Resin" mutator...do you mean you enabled "Under the Dome"? That alone may be the problem regardless of All Ore. I have to investigate more into what actual impact of that mutator is, but if I remember right that makes hives grow non-stop at some point.
_HL4E_HalfLife_ 5 Jan, 2020 @ 12:34pm 
- Changes to hive mind entity generation when using the All Ore mutator to ensure enough exist on the surface for research and stop any generation below 64m which can cause the game to freeze up or stop taking build orders when all large number hive minds spawn and try to migrate into ore and die.

Will this fix the insane number of hive minds that still spawn out of no where even after you've finished the Frozen Factory and have moved on to the Railgun (I am using Resin and all ore's mutator) I have been getting a shit ton of failed build orders especially when super building and it's gotten to the point where the game breaks after a 1/2 hour and needs to be restarted.
Alux 2 Jan, 2020 @ 2:58pm 
I object to using such a cute little carnivore as a mod image (Reference: https://www.youtube.com/watch?v=xHYI5u9-LFo) . That being said, nice tweaks :)
Mad Vandal  [author] 29 Dec, 2019 @ 8:25pm 
I see the problem now. Update is coming shortly.
Stinosko 29 Dec, 2019 @ 12:48pm 
I also have issues on my dedicated server with this mod...
Peter Cashel 29 Dec, 2019 @ 12:08pm 
Does this work on the latest Dedicated server ?