FortressCraft Evolved

FortressCraft Evolved

Flexibles Rebalanced Recipes
70 Comments
NarrowAscent 19 May, 2022 @ 10:33pm 
Awesome Flexible. I have enjoyed Satisfactory quite a bit but had not hear of Foundry. Tks a ton
Flexible Games  [author] 13 May, 2022 @ 9:18pm 
Foundry on Itch.io shows promise. Satifactory is always a good suggestion.
NarrowAscent 12 May, 2022 @ 12:00am 
Any other tech games you would suggest that are similar to FCE?
Flexible Games  [author] 9 May, 2022 @ 5:43pm 
I've moved on to playing and modding Vintage Story. https://www.youtube.com/watch?v=_QJnXWW15zI

FCE has a lot going in its favor, but it also has a huge amount of negatives. Mainly the fact that multiplayer is broken beyond all reason and the developer is not a nice person made me move on. It was fun while it lasted though!
NarrowAscent 9 May, 2022 @ 8:22am 
I just watched a video of yours Flexible and just now noticed I had been using some of your mods for a few years now and never knew. Great job and now I have subscribed to the others. Thanks a lot for all the effort you have put into them. I am assuming you don't do much Fortress craft modding anymore? Wish you did.
MyProfile 28 Sep, 2021 @ 5:37pm 
I think you have one too many ingredients (6) for the fusion drill motor, Can't automate with no room for power. Also, if you cut it down to (5) ingredients please make it either even or 3 to 1 ratio for two of the ingredients so we can have both power and an output hopper.
The Man Plant only has room to show (5) ingredients in the materials window.
Watched a lot of your videos and appreciate the mods, thanks.
isochronous 15 Feb, 2020 @ 11:18am 
You've also made H.E.I.S.T.s more expensive, by adding a charged lithium coil to the recipe. Not sure if that reflects an old vanilla recipe, but since almost everything else has been made *cheaper*, thought I'd mention it in case it wasn't intentional. I've already fixed it on my own box :)
Hashtag1919 20 Jan, 2020 @ 1:42pm 
Never commented on a mod before. Great work!!!
Flexible Games  [author] 5 Dec, 2018 @ 1:33pm 
Feel free to tweak the XML's on your side to reflect how difficult you want the recipes.
DoubleStyx 5 Dec, 2018 @ 9:51am 
Isn't the NanoDisintegrator recipe supposed to not require Mk2 Power Boosters? Can you fix the recipe?
hhall237 25 Aug, 2018 @ 9:32pm 
cool
Flexible Games  [author] 25 Aug, 2018 @ 8:51am 
4 Comments below I say the lift compressor is in the self craft menu.
bushdoctor2008 25 Aug, 2018 @ 6:24am 
i have the same issue with the compressor
hhall237 24 Aug, 2018 @ 8:24pm 
lift compesser removed by mod. I checked by removeing and replaceing
SandMan 22 Aug, 2018 @ 5:26pm 
AWSOME!
Hisotaso 13 Aug, 2018 @ 1:18pm 
I see thank you!
Flexible Games  [author] 12 Aug, 2018 @ 8:21pm 
They are in the self craft menu now, hit "C" in the game to bring that up. Look in the logistics tab.
Hisotaso 12 Aug, 2018 @ 8:08am 
This mod makes me unable to build lift compressors, they are simply absent from the crafting menu. Noticed in a new game this weekend, disabled this mod and only this mod since it's the only one I have effecting recipes and fixed.
Flexible Games  [author] 3 Aug, 2018 @ 3:44pm 
Yeah, I ran into the same issue with power boosters, I have no idea why though. @_@
ExpoSensei 3 Aug, 2018 @ 3:27pm 
since today, i am unable to use MK2 power boosters, i am not sure if it is due to this mod, or something else, i have this and gak-s
Flexible Games  [author] 29 Jul, 2018 @ 6:35pm 
Huge update to the mod!
plc.reboot 18 Mar, 2018 @ 8:10am 
I had the same problem. I moved the SpiderBotCoreCharger.xml file into a subdirectory called 'don't use' and that solved the problem for me. I haven't found any other surprises yet, but if I do I'll move those files, too. This isn't the best solution but it's working for the moment.
Flexible Games  [author] 27 Feb, 2018 @ 9:46am 
Dang it!
Jirath 27 Feb, 2018 @ 8:20am 
Warning ! this workshop does not work well with 18 patches (for example: Charged lith colis > unknown)
Flexible Games  [author] 12 Jan, 2018 @ 2:11pm 
Updated.
Menthril 9 Jan, 2018 @ 3:54am 
Hey Simtropbuggi any idea on when you might have this updated. Really enjoy using this mod and just waiting to progress until you can update it.
Flexible Games  [author] 7 Jan, 2018 @ 12:23am 
Thanks I'll try to get an updated version out asap.
Za'kir 6 Jan, 2018 @ 10:31am 
I wanted to let you know a small change with the new patch. Overclocker now produces "unknown cube type". The game seem to have changed the following:

<CraftedName>Overclocked Crystal</CraftedName>
into:
<CraftedName>Overclocked Crystal Clock</CraftedName>
Cypherwulfe 5 Feb, 2017 @ 3:16am 
Is there any chance you can seperate this into 2 mods? I would like to use the one click part, but I dont want any of the recipe changes. Thank you in advance.
Menthril 1 Feb, 2017 @ 3:43pm 
Appreciate the help guys, opting out of the Beta's seems to have done the deal. I hadn't realized I was still running Bleeding Edge
Zebulan 1 Feb, 2017 @ 2:37pm 
@Menthril: Would you please check out the log file, located at \Steam\SteamApps\common\FortressCraft\64\FC_64_Data\output_log.txt - the bottom of the document should give more detail to the error. This mod is working fine for me, with the base game (non-beta build).

As a note, the mod was updated because the game was updated yesterday to a new version, breaking compatibility with mods - which simtropbuggi was very quick to correct.
Flexible Games  [author] 1 Feb, 2017 @ 2:25pm 
I have literally loaded this mod in a patched game, it works fine. Please ensure you are using the mainline game (opt out of betas). Also make sure you verify files.
Menthril 1 Feb, 2017 @ 6:21am 
Not sure if this is the culprit but it's the only mod that was updated today and so now none of my games will run. It gets to LoadingAsynData then crashes the entire game. Gonna have to disable this one till it gets fixed.
Flexible Games  [author] 1 Feb, 2017 @ 1:47am 
Okay, bumped version number to ensure all changes are in. Version 3 should be all good!
Flexible Games  [author] 1 Feb, 2017 @ 1:40am 
I did that, did it not upload?
Zebulan 31 Jan, 2017 @ 8:05pm 
I isolated my error is from the override 'CoalEnricher.xml' - name is referencing 'Coal Ore' but must be corrected to 'Coal.' Cheers!
Zebulan 31 Jan, 2017 @ 7:43pm 
Hi! Thanks for the quick fixes to the mod, but I'm not sure they're all snagged. I've re-subscribed, but still receive an error about the Coal Ore in my log file: "Error, we failed to locate a key from name Coal Ore"
Flexible Games  [author] 31 Jan, 2017 @ 3:39pm 
Removed one other reference to a differently named Coal ore... *sigh* Hopefully works now.
Flexible Games  [author] 31 Jan, 2017 @ 3:34pm 
I just updated it and removed the ConstructionPasteAssembler, which had the only reference to coal ore
Los 31 Jan, 2017 @ 3:13pm 
cant load my save with this mod on crashes to desktop
Flexible Games  [author] 31 Jan, 2017 @ 1:52pm 
Mentions of CoalOre removed, mod should be good to go.
Flexible Games  [author] 15 Jan, 2017 @ 5:44pm 
Scarce just adds time to the grind of getting resources and something I can't do while recording. Otherwise it would take SO LONG to get enough resources to record another episode.
Mythily 15 Jan, 2017 @ 7:58am 
Uhm, it does also change the ore smelter rate from 4 to 8. Also would you recommend playing with scarce or rather stay with plentiful (I have played plentiful before)?
Flexible Games  [author] 15 Jan, 2017 @ 3:17am 
No, extraction rates are coded into the extractors and can't be changed. It DOES change the blast furnace rate for T4 ores, however.
Mythily 14 Jan, 2017 @ 10:54pm 
I'm curious what will happen when you use scarce resources... does it only change the time to gather resources or also to recipe cost?
Cellfire 13 Jan, 2017 @ 10:34pm 
if only i could just have the 1 click crafting stuff without the cost changes for other things
Flexible Games  [author] 11 Jan, 2017 @ 12:02am 
That is very strange. Unfortunately that would be a bug with the base game. As any time it creates something, it simply creates an "ItemStack" and outputs it. Like I said, the mod includes no code, just basic recipe over-rides.
brehmluke 10 Jan, 2017 @ 8:33pm 
Once the device outputs to a hopper, I did some more testing and other recipes are doing it also,
A machine will output your modded number of items then shortly after the number changes.
I've seen this happen with Crystal Clocks, Alloyed Blocks and Advanced Machine blocks, I believe it happened with the other block also but I didn't specifically test it.
If it would help you are welcome to hop in my server to see the effect happening
Flexible Games  [author] 10 Jan, 2017 @ 6:55pm 
It's not bleeding edge only, it's a pretty basic mod, just over-rides some of the recipes in XML, no code at all.

Where do you see the 8 change to a 1?
brehmluke 10 Jan, 2017 @ 6:53pm 
Yup for sure. On the server mod page it shows as required and I have it checked.
Does it only work in bleeding_edge by chance?
I'm using a Linux dedicated server and haven't figured out how to get bleeding edge on it yet