FortressCraft Evolved

FortressCraft Evolved

ESMS - Extraction Storage Management System
197 Comments
ferumu 10 Dec, 2023 @ 10:45am 
Hi hi, is the extractor unit (mk1) supposed to ignore direction of attached belt/pipe? I'm trying to feed cutter heads into the extract unit but the unit is outputting ores on the attached belt/pipe even though it is pointing towards the unit. (So the ore just goes back to the unit in a loop.)

For now I managed to workaround with an advanced conveyor filter set to the cutter head type and another hopper next to that.

The mouse-page-fwd shortcut to open the ESMS suit monitor also isn't working for me. Interestingly the mouse-page-back shortcut for the Power Management is working. Might be something Unity-Linux specific keycodes though, unless there is some case-sensitive stuff going on with reading the XML file?

Thanks a lot in any case for the fantastic mod!
Starving Poet 18 Oct, 2023 @ 6:28am 
Just a quick note - when I set something in the storage system to have a maximum number of "0", on world reload it always resets to 1%. Not a big deal, but worth noting.
Mad Vandal  [author] 21 Jul, 2023 @ 8:59pm 
Not without a copy of your world. You've done both the research lab stuff AND the research station unlocks, right?

If nothing works, close the game and go to the C:\Program Files (x86)\Steam\steamapps\workshop\content\254200\769185620\Xml folder, make a backup of, and then edit the ManufacturerRecipes.xml file. You can see and remove the research requirement XML tag blocks for the items. Be careful not to break the XML tag structure or it won't load.
Aikahona 20 Jul, 2023 @ 1:12pm 
That seems incorrect as the docs above state (Remote Extractor Display

Suit upgrade that allows accessing the the ESMS Extractor popup window from any location.

Required Research: Intermediate Miner Upgrades I, ESMS Level 1 - Extraction, 1 research point.)

And I do have those two researches completed, Intermediate Miner Upgrades I & ESMS Level 1 - Extraction. I do recall spending the 1 point for the Remote Extractor Display.

Any other ideas?
Mad Vandal  [author] 19 Jul, 2023 @ 6:48pm 
You are likely missing the other baseline game research requirements listed above such as Basic Mining Upgrades, Intermediate Miner Upgrades I, and Advanced Storage.
Aikahona 18 Jul, 2023 @ 2:09pm 
When searching "ESMS" I see only 5 items listed. The three ESMS Mass Storage items, the Extractor Display Unit, and the Extractor Unit Mk1.

The only thing I have not unlocked is the "ESMS Extractor Unit MK2" (requires one additional RP), I did do the laboratory research "ESMS Level 2 - Storage".
Aikahona 18 Jul, 2023 @ 2:05pm 
Still struggling with this "ESMS Remote Extractor Display". I have unlocked the research, paid the additional 1 RP to research the unit. I can see that it requires 1 Copper Plate, 2 Charged PCB as shown in the (H)elp menu under research.

However, it simply does not show up in the manufacturing plant. Searching "ESMS" should show it up. Also for reference, no I do not have "Have Materials" ticked, so it should show up. Manually and painfully checking every tab available on the manufacturing plant doesn't show it up either.

Completely lost as to how come I simply can't see it?
Aikahona 17 Jul, 2023 @ 2:47pm 
I can't for the life of me get this suit upgrade to work for me. Firstly I can't find the upgrade to add to my suit. Assuming there is no object to create and add to your suit inventory, that instead it becomes available after the research is completed, I used the example left-ctrl left-alt T config, which it accepts, but that simply does nothing for me.

@isochronus mentions adding some unnamed thing to his hotbar, then talks of clicking it. Add what? How do you click it? That's not how my hotbar works, things in my hotbar are selectable by Function key and number. Clicking in the world will then place it. So that comment isn't giving me a solution either.

I must be missing something simple. Any ideas anyone?
Mad Vandal  [author] 25 Feb, 2020 @ 7:45pm 
The MouseX key codes are 0 based in Unity so Mouse0 is the first button and Mouse3 is the fourth button.
isochronous 24 Feb, 2020 @ 8:42pm 
Okay, figured out I could look at it by adding it to my hotbar and just clicking it like normal
isochronous 24 Feb, 2020 @ 8:41pm 
Next question - what on earth is the default key for the ESMS suit upgrade popup? After looking at the XML file, I tried clicking my Mouse3 button but it just copies the block I'm looking at like normal.
isochronous 24 Feb, 2020 @ 8:39pm 
Thank you, had no idea that was possible
Mad Vandal  [author] 15 Feb, 2020 @ 4:04pm 
Extractors/Trenchers are named placing a sign on them. That a which is a vanilla game feature which the mod simply uses.
isochronous 7 Feb, 2020 @ 1:20pm 
How do I edit the names of the extractor units? Do I do it from your Power Management mod's management hub? I can't find a similar feature on any of the ESMS blocks. The display unit is the closest one, but I definitely can't modify names through it.
Tommyk 31 Mar, 2019 @ 10:28pm 
This mod is awesome! Thanks for making it. Just what the game needs. who want to babysit a drillsite when there is a world to explore and a hive to kill. :lunar2019grinningpig:
cheers
KraziYeti 19 Mar, 2019 @ 5:47am 
LOL. Sorry I have no idea how we missed that! Ok subscribing now. Cheers!!
Mad Vandal  [author] 19 Mar, 2019 @ 4:43am 
There's a minecart display unit mod for that.
KraziYeti 18 Mar, 2019 @ 9:36am 
This is a long shot but myself and a few other players were wondering if this could be extended to display freight cart information to add even more info to monitoring a base using the esms display system?
KraziYeti 16 Jan, 2019 @ 1:26am 
Works perfectly!
Mad Vandal  [author] 15 Jan, 2019 @ 8:50pm 
An update has been released to fix this.
Mad Vandal  [author] 15 Jan, 2019 @ 5:00am 
World folders are located in AppData\LocalLow\ProjectorGames\FortressCraft\Worlds so simply exit the game and compress that. With that I can debug the exact setup on my end. I've had to do this before to address some crazy setups, like multiple veins of different ore touching with multiple extractors all over it.
KraziYeti 15 Jan, 2019 @ 4:56am 
OK. Ill give it some time to converge. If that doesnt work then I'll look to jump on the FCE Discord channel.
Mad Vandal  [author] 15 Jan, 2019 @ 4:51am 
During the initial analysis they should collide and the totals from the extra extractors discarded. That's the tough one to track and debug out. I would need a copy of the zipped up world on a drop box. If you're up for that you can try sending the link here and hopefully I'll get it before Steam destroy it, or go on the FCE Discord and sent it to me there.
KraziYeti 15 Jan, 2019 @ 3:01am 
I have multiple ore extractors on the same Vein, each with an Extractor unit to hold Plasma Head cutters. This works great to alert me if a Plasma Head is used or they have run out of heads I want to keep vein extraction at 100% efficiency). However, the Ore Totals display appears to add up the vein amount for each ore extractor mining that ore. So, for example I have 4 million in a crystal vein with 2 extractor units and the display si saying 8 million. I have 25million in Nickel but with 3 extractor units it reports 75 million on the display. Am I using this mod wrong or missing a setting somewhere?

Any help is appreciated.
KraziYeti 7 Jan, 2019 @ 10:10pm 
Thank you for that update. That is perfect!
Mad Vandal  [author] 6 Jan, 2019 @ 7:32pm 
Next update is scheduled for tommorrow barring any issues.
KraziYeti 6 Jan, 2019 @ 2:18pm 
That would be really appreciated. I'm building an "Ops Room" where Ive got all the extractors and vein info up on the walls. The next walls I'd like to show the Missile Mass Storage, fuel supply Mass Storage, etc and finally a Bars and Organics Mass storage. Im ok with having to use multiple displays and making it work if I can just display the content lines. It's a very polished mod and I use some of your others as well so thank you for making them.
Mad Vandal  [author] 6 Jan, 2019 @ 1:40pm 
hmm...oh, it's just a page number. I guess I could add an option to turn off the title too.
KraziYeti 6 Jan, 2019 @ 10:15am 
Ok thanks for the quick reply. How would I turn off the title? I can't see that in the display UI?
Mad Vandal  [author] 6 Jan, 2019 @ 10:06am 
No, the UI to allow and configure that would be a nightmare. Use a additional display units with the title option off.
KraziYeti 6 Jan, 2019 @ 9:29am 
Hi, I'm using mass storage for each bar type and 1 for crystal and 1 for biomass. I've setup 1 Mass Storage unit next to each one. Is there a way to have 1 display unit show the content of multiple Mass Storage units without rotation?
Mad Vandal  [author] 21 Oct, 2018 @ 8:07am 
Good to hear. Thanks for the feedback.
Robert 21 Oct, 2018 @ 8:06am 
Yes! That did the trick, performance is back to normal now. Awesome, thanks a lot for the quick fix! After all, it's Sunday afternoon.
Mad Vandal  [author] 21 Oct, 2018 @ 7:52am 
I think I see one way that may happen if you have no machines placed. I've pushed another update.
Robert 21 Oct, 2018 @ 7:26am 
I tried unsubscribing and re-subsribing the mod, hoping that makes sure I get the newest version from the workshop, that didn't help either. Sadly I don't have many worlds to test with since I deleted almost all of them the other day. I have a main world where I'm about to kill the last Overlord and start with Frozen Factory where the mod causes problems - this is the one with dozens of ore extractors. And 2 new worlds with just a few hours playtime and 4-5 extractors which seem to run fine, so I think the number of ore extractors in the world could be a factor.

But I wonder... why would the mod affect my performance when I haven't built a single ESMS unit yet? Do you analyze all veins with extractors in advance to spread the workload when players start using ESMS?
Mad Vandal  [author] 21 Oct, 2018 @ 7:19am 
If you're still having problems then I'll need the output_log.txt file from the C:\Program Files (x86)\Steam\steamapps\common\FortressCraft\64\FC_64_Data folder. You'll have go onto the FCE discord to transmit that.
Mad Vandal  [author] 21 Oct, 2018 @ 7:12am 
I shouldn't matter how many since the delay is between each extraction machine. Steam can overwrite file dates. Unsubscribe/re-subscribe should pull it again.
Robert 21 Oct, 2018 @ 7:03am 
Nope, the problem still exists. Can I check somehow if I already have the updated version of the mod? I restarted Steam and FCE to force updates getting downloaded, but maybe it's a workshop hiccup. Or maybe the problem is on my side, since I think it's unusual to have much more than 1 extractor per ore type, and I have way too much of them because I was a noob when I started playing this world...
Mad Vandal  [author] 21 Oct, 2018 @ 6:17am 
Update pushed...lemme know if that helps.
Mad Vandal  [author] 21 Oct, 2018 @ 6:10am 
That would likely mean the thread that runs the vein analysis is running too heavy. I'll push an update to throttle it down. The problem prior on super large veins like those in All Ore mutator were killing the LFU game thread with a 200ms hit.
Robert 21 Oct, 2018 @ 3:02am 
Hi. This morning I've noticed severe performance issues in my main world in FCE. Lower framerate as usual, even at empty places which rendered with stable 60+ fps yesterday. On top of that lag spikes about every 0.5-1 second. After trying to find the reason for the last hours, I found that it must be this mod. Disabling it fixes my problems. Weird thing though is: I've installed it a few weeks ago and never even built one of the machines.

So I came here and see that you updated the mod tonight, with a patch note about performance problems. Funny thing is that this patch seems to have caused performance problems for me - without even using the ESMS feature. Does the mod periodically check all ore extractors in the background even if no ESMS machines exist in the world? I have tons of ore extractors (50+ iirc :), and some of them are sitting on really huge veins (12m, 30m, ...)
Teellox 15 Oct, 2018 @ 10:49pm 
Oh gosh, this is *fantastic*, thank you! Having an overview of everything that's going on is just wonderful, and the hologram unit is a fantastic touch!

If you're taking wishlist items, mine would be that the ESMS extractor units store up to 100 ore, rather than only 50. If I place them next to storage hoppers the hoppers only fill to 50, rather than using their full capacity. (Conveyor belts are an easy fix for this, though.)
Mad Vandal  [author] 18 Sep, 2018 @ 5:33am 
This should be fixed now.
Telarin 17 Sep, 2018 @ 1:41pm 
The last couple of times that I have logged in since the 9/15 update, my storage limits that we set to # have been reset to %. Not hard to fix if I realize it has been done, but sometimes it takes something almost running out in storage before I notice the problem.
Telarin 20 Aug, 2018 @ 4:42pm 
I suppose you could consider the fast extraction a cheat, but honestly it isn't THAT hard to work around the slower extraction with regular hoppers, you just have to build ugly convoluted belt setups to draw from 3 sides. Personally I like the cleaner appearance I am able to get with Ticky's hoppers because I DON'T have to do this.
Mad Vandal  [author] 20 Aug, 2018 @ 4:39pm 
It's not really frame rate, it simple that Tricky Hoppers are a cheat. Regular hoppers have a deliberate extration delay by design as part of the game mechanics. Adding another attachment type is possible but I can't promise any turnaround time with the huge back log I have.
Telarin 20 Aug, 2018 @ 3:44pm 
So I've been experimenting with using less mass storage and replacing them with Tricky's Storage hoppers, since it is much more frame-rate friendly. The downside of course, is that in order to use ESMS, I still have to set up little overflow mass storage blocks so I can properly trigger mine shutdowns. I'm not about to go back to playing without ESMS as it is just painful to try to manually connect and disconnect mines to keep ores balanced. I was wondering if you would consider adding a more limited version of the ESMS controller that attaches directly to a hopper, rather than a mass storage unit, and could be set to shutdown controlled mines either when the hopper was full (to make things simple) or when the hopper hit a set amount (similar to the ESMS now). May be far more work than you want to put in for what is admittedly an experimental setup, but just wanted to run the idea by you.
Mad Vandal  [author] 8 Jun, 2018 @ 7:25pm 
Funny you mentioned this, cause new filters and modes for extractors are going into the next update. But no reason a set of filters can't be added on the mass storage display also.
Telarin 8 Jun, 2018 @ 6:04am 
Any chance we could get some kind of filter setting for the ESMS Mass Storage Display Unit? I tend to keep bars and intermediate products in a single large mass storage area for easy manufacturing, however, it would be nice to have a display filtered so that it only displays bar inventory, as that is what I am usually most concerned with.
Mad Vandal  [author] 14 May, 2018 @ 4:50pm 
Update is posted that turns off hotbar activation. Does it still happen now?