FortressCraft Evolved

FortressCraft Evolved

Tricky's Storage Hoppers
264 Comments
Pokeking 7 May @ 3:58pm 
Great mod!
Wayno 10 Jan, 2024 @ 6:23am 
Can you please update this mod to auto open inventory when clicked?
Brewski- CaseGod- RETIRED 2 Oct, 2023 @ 5:26pm 
where can i find the crafting recipes for these. I cannot figure out what materials it takes
Mad Vandal  [author] 25 Dec, 2021 @ 11:13am 
Unfortunately those machines only work with the vanilla hoppers.
Nayzablade 24 Dec, 2021 @ 9:44pm 
I can not get the 100 slot hopper to work with the Ore Thief, Organic thief or the Garbage Thief. It wont collect items from any of them.
Transendence 3 Aug, 2021 @ 4:39am 
been a while since i posted but been a while since i tryed some new stuffs. is it just me or is the lock hopper button brokin? ive tryed to setup modless worlds with just this mod to test it and the lock hopper button refuses to work. also when useing the 25 slot hopers next to a smelter with the outport full, the inport hoper will fill then the smelter will keep smelting or and it disapears. does not go anyware else. this does not happen when useing a normal hoper
SpookySunday 4 Feb, 2021 @ 5:20am 
I am in lategame Frozen Factory, but the hoppers that need chromed machine block and magnetic machine block as material still have "unknown material" as third material.
When do I unlock that?
Mythily 4 Jan, 2021 @ 11:09am 
I've made a mod that changes the recipes of this mod to address my issue below
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2348757490

If you want you can replace them so my mod isn't needed anymore :)
Mythily 2 Jan, 2021 @ 3:15pm 
I think the recipes are too easy for what you get. All the hoppers are better than the vanilla ones thus they should be harder to craft (in my opinion).

25 crafts per two (why?)
75 and 100 same recipe
125 and 150 hopper same recipe
...

When I used this mod quite some time ago the recipes were much more reasonable than now and less "lazy".

I'm willing to help redoing them if needed.
Mad Vandal  [author] 4 Nov, 2020 @ 2:28pm 
lirammel - Is this dedicated server or single player? Unfortunately the only way to isolate such bugs is first look see if there is anything in output log and then I'd need a copy of the world from the AppData\LocalLow\ProjectorGames\FortressCraft\Worlds folder zipped up and put on a file dropbox/share site. Steam will nuke links so those will have to sent on the FortressCraft Discord channel.
lirammel 31 Oct, 2020 @ 8:36am 
I have started a new world with Tricky's hoppers and i have noticed items are being deleted after reloading the world from the hoppers, I have several half hoppers, and 25 slotters in use but items seem to be disapearing from them.
[BLG] DustyBandito 2 Sep, 2020 @ 10:07am 
i have unknown materials for all the hoppers and I am at cold caverns now. What am i missing?
LDL 5 Jul, 2020 @ 10:00am 
i made a suggestion in the pinned "suggestions here"
Wariat117 26 Mar, 2020 @ 1:34am 
Yeah I have seen the function
Mad Vandal  [author] 25 Mar, 2020 @ 8:50pm 
StorageMachineInterface.IterateContents((itemBase, state) =>
{
// Do something with itembase Then rreturn true to continue iterating, false to stop.
}, null);
Wariat117 25 Mar, 2020 @ 12:22am 
First time I hear about delegating something o-o
Thanks for info, I will try to mess with it later and see what happens
Mad Vandal  [author] 24 Mar, 2020 @ 5:38pm 
IterateContents takes function delegate parameter. The delegate has an ItemBase parameter and a bool return. The delegate get called for each item and repeats until you return false or there are no items. It has less overhead that TryExtractAny.
Wariat117 21 Mar, 2020 @ 10:03pm 
It doesn't return the item tho (it returns void)
There is no reference/out either (so stuff won't come back at me)
How would I know what item to clone?
Mad Vandal  [author] 21 Mar, 2020 @ 11:57am 
The correct method to use for this is IterateContents.
Wariat117 20 Mar, 2020 @ 2:25pm 
Isn't it "100 Slot Storage Hopper"?
videogamemasterzach 20 Mar, 2020 @ 2:20pm 
not sure if this is the right spot but question i want to make one of the 2000 item one type hoppers however the top material on the list says unknown could someone please post a recipe or something for it?thanks
Wariat117 19 Mar, 2020 @ 6:22am 
Well, I have just realized I can simply extract 1 + input it back and it works
Wariat117 19 Mar, 2020 @ 2:49am 
I currently work around it with "TryExtractAny(GAC, 1, out itemBase);"
but because of that remove-only hoppers are no go because it eats stuff that is inside
Wariat117 19 Mar, 2020 @ 12:21am 
Hi,
Is there any reason why hoppers prevent extracting of "0" items?

My universal cloning machine uses "TryExtractAny(GAC, 0, out itemBase);"
I need the "itemBase" to determine what's inside of hopper (to clone it), but don't need to actually extract anything (maybe there is other method that allows me to achieve that?)

1 Person reported that your hoppers don't work and when I looked into code I see
if (num2 == 4294967295u)
{
bool flag2 = inventoryStack.ItemType == ItemType.ItemCubeStack || inventoryStack.ItemType == ItemType.ItemStack;
if ((flag2 && count >= minimumAmount && maximumAmount > 0) || (!flag2 && count > 0 && minimumAmount <= 1 && maximumAmount > 0))
{
num2 = num4;
}
}
"maximumAmount > 0" but "maximumAmount=0=minimumAmount" so num2 stays 4294967295u

later in code it returns null item if(num2 == 4294967295u)
Mad Vandal  [author] 11 Jan, 2020 @ 8:10pm 
Verbose logging has been turned on temporarily with the last update to try and track down an issue. This will significantly increase the amount of logging done. If this becomes a serious problem then post a note on here and I'll roll it back.
Mad Vandal  [author] 10 Jan, 2020 @ 6:43pm 
Apparently there is some issue with hosted. I'll try to find the cause but it may be difficult as I can't debug or test a hosted setup.
Nowbob 10 Jan, 2020 @ 6:33pm 
I'm experiencing a similar bug to brehmluke. I'm hosting and I'm playing with one other friend. The thing that makes it so only HE can't pull items from hoppers (I am always able to) is when a hopper is configured to ADD ONLY right next to a construction paste maker. He can pull items from other hoppers that are next to things such as mass storage outputs or hoppers not attached to anything at all. A fix we found was placing a conveyor between the construction paste maker and hopper, and having the conveyor feed the hopper, then my friend was able to pull items out just fine. The only other mod we have is the 1024 multiplayer elevator mod.
Mad Vandal  [author] 9 Oct, 2019 @ 4:55am 
Bremluke: Could you post a zip of your world? That might be faster. Are you on the FC Discord?
Mad Vandal  [author] 9 Oct, 2019 @ 4:43am 
Brehmluke: Unfortunately many mods don't get tested on dedicated.. I would recommend turning off the ones that touch things inventory/stacking relating first. I'll try some more tests with some of those, but if you can narrow down a group I can find the culprit and recreate it, I can then see if there's a way to change this mod to avoid it. You can make a backup of your World folder during this and restore it after in case things get messy.
brehmluke 8 Oct, 2019 @ 8:24pm 
I've been putting Tin/Copper/Iron Bars in and also the output of the smelter will do the same. I'll do some mod testing conflicts and see which one it is. Thanks for checking it out!
Mad Vandal  [author] 7 Oct, 2019 @ 5:08am 
brehmluke: I can't reproduce this issue so we're down to some kind of conflict with another mod that changes item types and/or stacking improperly. What item is being put in the hopper? Does it work with something generic like rock or ore?
brehmluke 6 Oct, 2019 @ 6:31pm 
Thanks!
I checked the log file and I can see myself putting copper into the bin but I don't see a log entry when I try to remove the completed product.
Also with further testing I found that if I put an item into the bin then I can remove it. If a machine(vanilla) puts the item in the bin then I can't remove it.
Here is a link to both log files in case you need them:
https://drive.google.com/open?id=1bSLBwF_2QD7j8lWZxGj-vgDZRmeRTFou
Mad Vandal  [author] 6 Oct, 2019 @ 3:51pm 
Brehmluke: I'll try re-testing dedicated Monday morning. I may need the output_log.txt files from the server and client from right after the extraction fails.
brehmluke 4 Oct, 2019 @ 7:39pm 
Installing the mod isn't my issue, I have the mod installed but I can't remove items from Tricky Hoppers. The only way I can get items out is by deconstructing them. Q doesn't work and neither does opening the interface and clicking the item.
This is the post I was talking about, its in the discussions area: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/723274251/366298942110804174/
Mad Vandal  [author] 4 Oct, 2019 @ 3:20pm 
brehmluke: What post? Mods needs to be manually installed on dedicated servers in the folder described in the modding PDF located in C:\Program Files (x86)\Steam\steamapps\common\FortressCraft\64\Default
brehmluke 2 Oct, 2019 @ 7:05pm 
What has to be done to use these in dedicated multiplayer?
I tried doing what the post said but it completely broke the mod.
I can build the hoppers in multiplayer but I can't remove items from them.
Mad Vandal  [author] 8 May, 2019 @ 8:08pm 
Custom how?
Toby.Tcg 5 May, 2019 @ 1:22pm 
How would i go about making a custom hopper?
Mad Vandal  [author] 6 Jan, 2019 @ 10:03am 
You have to dig through the Steam folder workshop contents for the mod ID in the URL to find the manufactuer XML. Bit baffled how you can be mid game and not have gold foil/titanium housing intermediates.
Nightfall 5 Jan, 2019 @ 4:46pm 
Question, where can the current recipies be found? I'm looking to make any storage over 100 units and have safely hit midgame but still have not learned the last ingridient for 125+ chests, and really want void and massive storage
Mad Vandal  [author] 17 Dec, 2018 @ 5:24pm 
That worked. Updated.
DoubleStyx 17 Dec, 2018 @ 6:50am 
Fixed the issue. Updated link. [drive.google.com]
Mad Vandal  [author] 17 Dec, 2018 @ 5:28am 
GamingComet - The posted file fails the recipe validation check.
Failed to load recipe. Unknown item or cube cost: [Tricky.200SlotHopperx] for recipe: [Tricky.3000SlotHopperx]
DoubleStyx 15 Dec, 2018 @ 4:39pm 
I've been playing through a new world with this mod. I've revised the recipes a bit further. Here are the changes:
1. Nearly all crafting costs are now proportional to hopper size, with one or two exceptions.
2. All recipes have been redone to simplify crafting. Fewer stages are required for crafting the highest-tier hoppers, and all hoppers now require a smaller variety of crafting materials.
3. Each tier of hopper requires researching their respective research projects (e.g., T1_start). This will keep the Storage section of the Manufacturing Plant free from hoppers that can't be crafted yet.
Link here. [drive.google.com]
Mad Vandal  [author] 13 Dec, 2018 @ 4:07pm 
These hopper have a cheaty speed on them over vanilla.
The Chosen One 13 Dec, 2018 @ 2:55pm 
Is there a reason why the 100 hopper is so much more expensive (relative) to the original 100 hopper in the game?
DoubleStyx 5 Dec, 2018 @ 9:34am 
No problem! As I'm playing through a new world, I'm looking for any recipes that are too cheap or expensive. So far, they look quite balanced.
Robert 4 Dec, 2018 @ 9:41pm 
Thanks for the recipe changes! First I was a bit mad because my automated setups for building the hoppers stopped working, but the new recipes make much more sense now.
Mad Vandal  [author] 2 Dec, 2018 @ 4:07pm 
Thanks GamingComet, this is looks alot more balanced. The original recipes were somewhat insane.
DoubleStyx 2 Dec, 2018 @ 1:09pm 
I've rewritten the mod recipes to be more applicable to the current state of the game. Crafting requirements like Gold Wire have been replaced with their modern equivalents (e.g. Gold Foil). The recipes have also been redone to simplify crafting while still requiring all tiers of materials to craft the highest-level hoppers. The XML file can be found here: link [drive.google.com]