FortressCraft Evolved

FortressCraft Evolved

Advanced Quarrys
196 Comments
NinjaxPhish 8 Jan @ 2:03pm 
i just love all the mods of yours
!
Flexible Games  [author] 28 Aug, 2020 @ 3:22am 
I'll see if I can track down the source code.
[CoFR]Kendrick 27 Aug, 2020 @ 3:23pm 
Hay Buggi would you be willing to opensource this or share it? I really like the work you have done so far and would love to see it back and working properly in the game for all.
=Snappy= 7 Aug, 2020 @ 5:26pm 
And btw I'm not referring specifically to Daedalus and I'm sure he's editing the file right but I was just using that as a general example that releasing into other ppls' environments is a jungle and you can't necessarily take ppls' word that their PCs and game installs are in good order and they are doing everything right and u definitely can't worry about fixing all their problems for them.
=Snappy= 7 Aug, 2020 @ 5:24pm 
I was confused about the size dropping lower from MK3 to MK4. I haven't tested the mod but I was looking at it.

I really don't think you should take it down though. I get it about being "harassed" or it being a rep issue but you can just say it's unsupported or open-source it somehow. Put it on pastebin or whatever?

I mean .. if it works for you well enough for you to release it i trust that it should work for most ppl. I would consider if these reported bugs/issues are even real.

You can't blame yourself when u tell (some, probably most) ppl on steam "edit this xml file" and they come back and say "your thing doesn't work right".
Flexible Games  [author] 7 Aug, 2020 @ 4:51pm 
This mod is nearly impossible for me to debug as there are no in-game ways of tracking down bugs. So attempts to fix things are always a 'best guess'. I've been tempted on many occasions to remove the mod completely as some people seem to have major issues while others do not. No idea what to do, and no incentive to spend hours and hours trying to get it bug free. Sorry.
=Snappy= 7 Aug, 2020 @ 6:13am 
MK4 is a 15x15 area?
Daedalus2112 7 Mar, 2020 @ 12:19pm 
I'm trying to deploy a MK 5 quarry, but for some reason, it only builds the chevrons in a 9X9, no matter what size I have in Mk5QuarryConfig.xml (I have tried 21 -> 101, all values were odd). Has anyone else had this issue, or know what might be happening?

I can confirm that the mk5 config.xml is being loaded.
Flexible Games  [author] 5 Oct, 2019 @ 4:34pm 
Ugh... this mod is the bane of my existence.
[CoFR]Kendrick 4 Oct, 2019 @ 5:41pm 
NullReferenceException: Object reference not set to an instance of an object
at AdvancedQuarrys.SetQuarryOptions (.QuarryConfig qconfig) [0x00000] in <filename unknown>:0
at AdvancedQuarrys..ctor (.Segment segment, Int64 x, Int64 y, Int64 z, UInt16 cube, Byte flags, UInt16 lValue, Boolean loadFromDisk, .QuarryConfig qConfig) [0x00000] in <filename unknown>:0
at AdvancedQuarrysMain.CreateSegmentEntity (.ModCreateSegmentEntityParameters parameters) [0x00000] in <filename unknown>:0
[CoFR]Kendrick 4 Oct, 2019 @ 5:39pm 
The Wyzer is right its truely broken this time. I had it working in 18 or 19 when i last played a few years ago after I changed the file extension to .XML for the configs. now it still messes up as if the config is missing. and as wyzer states the disk cache has gone crazy. with out quaries placed even if the mod was turned on 3.4 sec to disk cache clear. I have had enough time to write this post and look around at a few things and its still dealing with disk cache. this only happened after i placed the mk3 quary. its at 167.97 sec and climbing. [The Wyzer /home/<username>/.config/unity3d/ProjectorGames/FortressCraft/ is where the logs are]
Transendence 25 Jun, 2019 @ 9:26am 
i just tested it myself i can not replicate the problem. can you setup a new test world and recreate the problem? it may be exclusive to your world. and may i ask what other mods your useing?
charles 21 Jun, 2019 @ 3:01pm 
How can I get the Mk5 to mine all ore? AllOre is skipping tier 1, and there are not enough <Mine#> lines to list all the ores out. Anything above 8 just gets ignored and overwritten.
Flexible Games  [author] 9 Nov, 2018 @ 2:36pm 
This mod id is 726952475, in that folder should be an Xml directory, and 5 files. Mk4QuarryConfig.xml, Mk5QuarryConfig.xml, mod.config, plugin DLL file, and a QuarryConfig.xml. In the CODE of the mod, I specify the config files like this: private string XMLMk4ConfigFile = "Mk4QuarryConfig.XML";

Notice the .XML is different than the actual file extention case. Windows ignores this, but I've heard in Linux, .XML is not the same as .xml.

There's a line in the code that should output into the log file:
Debug.Log("AdvQuarrys: Checking if XMLConfig File Exists at " + configfile);

open your log and search for "AdvQuarrys"
Linux version might put out log files differently than the windows version.
The Wyzer 9 Nov, 2018 @ 1:38pm 
/home/"USER"/.steam/steam/steamapps/workshop/content/254200/"MOD#"
Flexible Games  [author] 9 Nov, 2018 @ 1:20pm 
Where does Steam on linux put workshop mods?
The Wyzer 9 Nov, 2018 @ 9:59am 
Thanks for looking. Can you provide me a list of the files/folders for this MOD? I un-subscribed, made sure the associated MOD folder was gone, cleared everything, and tried again. Same results. I did try your MK2 Ex MOD, and it worked flawlessly, didn't even have the long disk flush that I recalled. I will try and see what might be a solution, and that file list would help. Thanks again.
Flexible Games  [author] 7 Nov, 2018 @ 1:59pm 
Very different log than what is generated with windows. I don't have linux nor have much experience on it so I'm afraid I'm limited in what I can suggest. I know the mod works, I've tested it. If you do find a solution, I'd love to know what it is.
The Wyzer 6 Nov, 2018 @ 7:24pm 
Here is a PB that will expire in 1 week. https://pastebin.com/j4VY5GLk

Can't say that I see anything that really jumps out, except maybe this below, but that was even before the MOD was added.

BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "_LaserTransferHolder_T3(Clone)/LaserTransfer/Laser/Laser Upgrade"


Flexible Games  [author] 6 Nov, 2018 @ 4:14pm 
Check the unity output log file for any errors. In the past issues like this have come down to the config XML's either not being found, or unable to load.
The Wyzer 6 Nov, 2018 @ 2:56pm 
Update, I went and I created each MKx Quarry, and Mk1 & Mk2 work, and are placed, as they are just different color "Standard Quarry" blocks. Mk3 is an invisible block, and has the same behavior as I mentioned, I can "remove" it, and it just drops another one, so I could make hundreds without needing Resources. Mk4 is also invisibile, yet does not show as a block. I place it, and if I move the gun over the block I placed it on, it shows in the info, yet the block is not actually there, I walk right through it. The issue now is that I cannot remove it, I even tried a Nano and it did nothing to the "Mk4" area, but somehow it states it is still there. Hope this might help resolve it, if you do try to look into it.
The Wyzer 6 Nov, 2018 @ 2:35pm 
I compared your MOD folder to a few other MOD folders, and the .xml syntax is the same for both. I know I have used your MK2 Excavator in the past, with a similar issue, extremely long "disk clearing", IIRC, yet it still worked, just had to force quit and disable when not in use. Wouldn't mind the same in this MOD, to be honest.

If there is anything I can send you that might help, let me know, as I would really like to try this MOD.

BTW, really enjoy your videos as well.
Flexible Games  [author] 6 Nov, 2018 @ 1:23pm 
From what I've gathered over the years it comes down to the XML file. Other OS's are case sensitive for the file extension. Try finding the config XML's and changing the .XML to .xml or vice-versa.
The Wyzer 6 Nov, 2018 @ 11:34am 
Hmm, I take it this MOD does not support Linux?

I built the MK5, went straight to it, and when I build the 3x3x3 and the game even states "Crafting complete" when I am done, all I have is the "grated" blocks it is made from. I try to remove them, and it drops blocks, yet the blocks stay there, so at one point I had 50 blocks, when I started with 27. Then it causes me to force quit the game as the "disk clearing" sat there for over an hour, I went to make dinner. Tried it again with all MODS turned off, rebuilt the MK5, and the same result again.
Flexible Games  [author] 6 Oct, 2018 @ 6:31pm 
The Mk5 was the only thing that was changed...
Transendence 6 Oct, 2018 @ 1:45am 
ok i will start testing today. will have a full report by the end of the day. this mod is quite large and complex so pls any one able to help run this thing through the meet grinder pls do.
Flexible Games  [author] 5 Oct, 2018 @ 10:20pm 
Refactored a large chunk of the Mk5 Quarry in attempt to fix the issues it's experiencing. Plz test and report any issues!
Transendence 24 Sep, 2018 @ 2:33am 
i have not ran any test on hard resin on the current build, i have not had time yet i will try to get to it later today or early this week.
Transendence 24 Sep, 2018 @ 2:32am 
ok after 5 days of testing, Lord Mimir is correct. "Found the issue with the Mk5 Quarry skipping Ores. In the Function AttemptToDig, the if (!flag || (cube !=...)) should be if(!flag && (cube!=...)) . The current if statement always returns true and skips ores unless both "AllOre", and the ore type is in the config."all test performed on build v21.18 useing diffrant mods in diffrant combos to verify the mods were not interfearing with the test, the statement AllOre must be coupled with whatever ores you wish to mine. here is one of my test examples that finaly worked.
<Mine1>AllOre</Mine1><Mine2>Garbage</Mine2><Mine3>OreCoal</Mine3><Mine4>OreCopper</Mine4><Mine5>OreTin</Mine5><Mine6>OreIron</Mine6><Mine7>OreLithium</Mine7><Mine8>OreCrystal</Mine8><Size>11</Size><MaxPower>4500000</MaxPower><PowerForGarbage>50</PowerForGarbage><PowerForOre>100</PowerForOre><PowerForResin>2000</PowerForResin><PowerForT4>1000</PowerForT4><PowerForUranium>1500</PowerForUranium></Mk5QuarryConfig>
Transendence 17 Sep, 2018 @ 11:00pm 
no matter if i chang the config file or not.
Transendence 17 Sep, 2018 @ 10:58pm 
is this mod still supported? seems the mk5 bugged again. started setting up various test worlds (solo/hosted mp/ and full dedicated) to begin trying to locate the cause of it not working properly. power, placement, and output seems to be working properly. but in every instance ive tryed, the mk1-4 works properly and all options allowed to be changed in the configs work correctly. (on build v21.18 non peatron, with all 4 dlc). however the mk5 will not respect any config changes accept size that seems to be working fine as long as its an odd number as you stated in its instructions. however the mk5 just chews garabage it wont mine or destry any ore of any type.
Flexible Games  [author] 13 Sep, 2018 @ 1:52pm 
Right, you have to be more careful where you put the quarries.
Lord Mimir 12 Sep, 2018 @ 10:56pm 
I am running with the change via using dnspy to recompile that method with the change and so far it working in reguards to mining ores. I did notice that the logic to have it skip over craftable blocks that exists in the mk2 Excavator is not present for any of the quarrys.
Flexible Games  [author] 12 Sep, 2018 @ 6:33pm 
I can look at it, but the logic isn't easy with a block that has so many options.
Lord Mimir 12 Sep, 2018 @ 1:55pm 
Found the issue with the Mk5 Quarry skipping Ores. In the Function AttemptToDig, the if (!flag || (cube !=...)) should be if(!flag && (cube!=...)) . The current if statement always returns true and skips ores unless both "AllOre", and the ore type is in the config.
Flexible Games  [author] 3 Aug, 2018 @ 3:45pm 
Yet another bug with this mod... It's so very hard to debug this as I can't see whats going on in real time.
Telarin 1 Aug, 2018 @ 12:48pm 
Found an odd issue. Built a MK3 Quarry and fired it up and it immediately started producing a bunch of TNT blocks. Obviously since as far as I'm aware you can't actually place TNT, these didn't match whatever the block was supposed to be. My guess is some kind of block ID mismatch?
Angellus Mortis 8 Jun, 2018 @ 11:22am 
The quarries from the mod are not removing the "color value" from blocks they extract. This is causing issues with the new Freight Cart Stations in P21 that is coming up (and probably also stevemand0's mod that the content is based on).

https://i.imgur.com/yJxmCZw.png

I verified this does not occur with vanilla quarries, only quarries from this mod.
Flexible Games  [author] 4 Apr, 2018 @ 6:41pm 
There must be some multiplayer issues with the modding API or the mod. Honestly trying to get this mod working without any ability to debug in real-time is impossible. I could FLOOD your game log-file, but your local game wouldn't really report much, the server would have all the variable tracking information. But I doubt you want to run a server that spammed Gigabytes of text in minutes just.

Let alone my not wanting to wade through thousands of lines of text to find out what's wrong.
K_II 4 Apr, 2018 @ 4:37am 
I cant reproduce the rotating after server restart but i have to reconnect to the server after placing to see information about the Quarry and to interact with it...
K_II 4 Apr, 2018 @ 4:20am 
I placed the MK1 and had the same "desync" issue but i did not try to rotate it... also i did not placed the Mk2, jumped strait to MK3.
Flexible Games  [author] 4 Apr, 2018 @ 3:50am 
o.O this is the first I'm hearing about this. Maybe no one has tried to build one on a server yet?
The Mk3 is virtually identical to the Mk1 and Mk2, so if those don't have an issue, something else must be wrong.
K_II 4 Apr, 2018 @ 3:30am 
Hi i tried to setup the MK3 quarry in my multiplayer game.. but i have the reconnect after placing to confirm the placement and then after Server restart the quarry changed orientation

any ideas how to fix this?
Reaperrazor 27 Feb, 2018 @ 1:55pm 
Hmm, I hope this is p18 safe lol
Ian 2 Oct, 2017 @ 6:03pm 
it seems deleteing the file and remodifying it seems to have made it work at least sofar
Ian 2 Oct, 2017 @ 5:46pm 
ive checked the log and it confirms its loaded bt doesnt use tthe values
Ian 2 Oct, 2017 @ 5:40pm 
ive had the mk4 work fine with the config but the mk5 is having the same issue as reported before
InsanityHouse 24 Aug, 2017 @ 10:02am 
I can confirm the same issue with the MK4 quarry. It loads the file but does not seem to use the values.

Is it possible that your fallback settings are overriding the xml? I would recommend removing those default fallback values for testing, ensuring that the xml values are used or the error becomes more obvious.
Flexible Games  [author] 24 Aug, 2017 @ 1:23am 
>_< This quarry is proving to be a nightmare.
InsanityHouse 23 Aug, 2017 @ 6:56pm 
Update: I checked the log file and confirmed that the XML config file is being loaded (see below). However, the values aren't being used as I changed the size to 21 for testing, and it still built at 11.
I am on WIndows 10 Pro 64bit with the Developers Update installed (if that matters).

AdvQuarrys: Checking if Mk5 XMLConfig File Exists at Z:\Program Files (x86)\Steam\steamapps\workshop\content\254200\726952475\Mk5QuarryConfig.XML

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AdvQuarrys: Mk5 XMLConfig File Exists, loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AdvQuarrys: Mk5 XMLConfig File Loaded.