FortressCraft Evolved

FortressCraft Evolved

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CryoPlasm Evolved
   
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1.554 MB
13 Aug, 2017 @ 5:30pm
29 Jul, 2022 @ 5:27pm
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CryoPlasm Evolved

Description
Was your encounter with CryoPlasm underwhelming? Did you build a mass defensive system only to have it barely used? Were you Disappointed fighting a CryoSpawner that won’t fight back? This mod will put the give you the challenge of CryoPlasm you deserve.

*NOTICE* Before reading further, or jump into this blind, it is highly recommended you backup your World before using this mod in case you want to rollback. Also see the section on Configuration and how to shutdown CryoPlasm if needed.


Improved Growth System

The vanilla CryoPlasm growth system is disabled and replaced by a new growth system that forms a gradually expanding node network going around most terrain and ore obstacles. This gradually expanding flood of CryoPlasm extends 30m around the CryoSpawner then moves outward at a 110 degree angle towards the CCCCC or MagmaBore with a maximum height of 30m above and below. There is no rotation of one active CryoSpawner, all are active always.

Areas carved away by anti-CryoPlasm weapons will gradually fill back and CryoSpawners under attack or that these weapons in close range will always attempt to rebuild at their maximum allowed rate.

This pattern should result in a more consistent and challenging experience over the vanilla system which can vary significantly based on the layout of the cold caverns.

New Surge Attack

CryoSpawners gain a special surge attack that generates a fast growing 6 by 6 wall of CryoPlasm targeting the CCCCC, the MagmaBore, or a player. This devastating surge will smash through terrain and optionally break ore, decorative, and reinforced walls stopping only when it reaches its target or becomes obstructed. This attack can be initiated once over a variable period determined by the configuration and can originate from any area sufficiently occupied with CryoPlasm. Surge attacks become active when the player gains knowledge to build the CryoPlasm Lancer and configured CryoPlasm growth distance is met.

Settings for the time scaling for this attack, killing of players, breaking of decorative, reinforced, and or ore cubes, or how to disable, are adjustable in the configuration.

Replay The Battle

Already beat some or all the CryoSpawners? There is no need to start a new World. The RegenerateCryoSpawners configuration option lets you regenerate any number of previously killed CryoSpawners in a World.

Want to start over with a clean sweep? The CryoPlasmFlush configuration option will perform a one time removal of all CryoPlasm in a 500m radius of the CCCCC.

Configuration

There are over 20 adjustable settings available to control difficulty, behavior, and performance impact. These configuration settings are stored the CryoPlasmEvolvedConfiguration.xml file located in the World folder.

World folder location:
Windows: %UserProfile%\AppData\LocalLow\ProjectorGames\FortressCraft\Worlds
Linux: /home/<UserName>/.config/unity3d/ProjectorGames/FortressCraft/Worlds/

This file contains detailed information on each setting, how CryoPlasm build rates are determined, how surge attacks operate, etc. A default configuration file is created when a World is loaded with this mod active and no existing configuration file exists. Setting may be changed while FCE is running and are checked every 30 seconds.

Server Support

This mod support use on servers. For dedicated servers, the NoPlayersGlobalMaximumBuildsPerCycle configuration option allows determining the maximum CryoPlasm growth allowed in the World when no players are present.

The configuration file is automatically checked for changes every minute allowing for adjustment without having to shut down the server.

Default Configuration Difficulty

Testing various difficulty settings on a newly developed World would take weeks and thus the default difficulty settings are guesstimates. The default configuration, as it stands now, should result in a higher difficulty level in that a well-developed base with a MagmaBore will result in double the number CryoPlasm builds per rotation over the vanilla game on hard mob difficulty not counting special attacks.

If things get out of control, the ShutdownCryoSpawners configuration setting can be used to pause all CryoPlasm builds and surge attacks to allow for recovery.

Updates

Update 7/29/2022:
- Update Harmony library to 2.2.2

Update 1/1/2020:
- More adjustments to threading to reduce CPU usage.

Update 12/26/2019:
- Changes in threading and low frequency build interations to reduce the excessive performance impact that occurs in late stage growth.
- Re-tuning of default configuration.

Update 3/16/20-19:
- Update method of overriding of vanilla spawner for recent changes.

Update 12/9/2018:
- Stop excessive logging of "lost segment" notice.

Update 11/28/2018:
- Reduced default configuration baseline builds per cycle to 0.05 as the old default builds far too quickly before the player can get a base and defense up.
- Change default configuration surge attack minimum distance to 120.

Update 9/25/2018:
- Refresh build for release P22.

Update 9/21/2018:
- Update for FCE Release 21 MagmaBore state changes.

Update 8/21/2018:
- Update HUD label position for FCE Version 21 HUD changes.
- Fix exception with CryoSpawner regeneration setting.
- Compile for latest FCE build and mod logging changes.

Update 8/14/2017:
- Updated for HUD label to function on FortressCraft Version 17.

Update 8/14/2017:
- Allowed builds per cycle and surge attack trigger time calculations will now properly re-adjust back if MagmaBore is removed.
- Allowed builds per cycle calculation will now properly adjust for spawners in a surge attack build cooldown.
- Startup delay timer will now hold at 30 seconds if a CryoPlasm flush is running at World load and not send a false CryoPlasm active notification to the dedicated server console.
- Fix issue with surge attack not being performed if there is only one CryoSpawners left, or only two left and one is under attack.
- State and configuration update check interval changed to 30 seconds.
12 Comments
MysticVoid7x9 10 Sep, 2023 @ 2:46pm 
in any rate I do quite like this mod and the default settings it came with.

It was just that final step of attacking the cryo spawners themselves I was unable to make even the slightest dent in without messing with the XML settings.
MysticVoid7x9 10 Sep, 2023 @ 2:39pm 
hmm I didn't think to try reducing the global setting as well.
Mad Vandal  [author] 10 Sep, 2023 @ 2:23pm 
There's a minimum on the settings so it won't go to zero. If turning both GlobalMaximumBuildsPerCycle down to 4 and MaximumSpawnerBuildsPerCycle down to 1 (minimums on both) doesn't work then I'll have to lower the minimum.
MysticVoid7x9 10 Sep, 2023 @ 1:46pm 
Even having the "max spawner builds per cycle" line set to 0 had it growing faster than we could do anything to it.

We had 3 or 4 dazzlers pointing at one, and I don't know how many lancers.
MysticVoid7x9 10 Sep, 2023 @ 1:41pm 
well we did try reducing the cyro setting in the XML, but no matter what we did nothing worked short of using the commands at the end of the XML to disable them completely
Mad Vandal  [author] 10 Sep, 2023 @ 9:25am 
MysticVoid7x9 I recommend adjusting down the XML settings to make it easier. This mod came about because the cyro was too easy on earlier versions and it's been extremely hard to gauge the best difficulty settings because it takes so many hours to play test. I suspect it's now going to be too hard for most without spending many extra hours prepping the the surface setup with tons of spare biomass, power generation capacity, and multiple banks of transmission going down from the surface. Even then the time it takes to setup and progress can vary greatly depending on the world settings.
MysticVoid7x9 19 Aug, 2023 @ 10:46pm 
My CryoSpawner fight back so hard I had to disable the mod to destroy it.
Mad Vandal  [author] 29 Dec, 2019 @ 7:33pm 
Good to hear it's better...sorry it took long as I've gotten sidelined and this mod has been a real challenge to play test. The CPU usage was way too high, to point of dragging down FPS.
Universum 29 Dec, 2019 @ 7:04am 
I just want to point out, my Quad Core 4Ghz cpu went from 100% with this mod to 65% after the Dec 2019 update.
*hug* i love you

lol the nom noms on my CPU was the only real drawback.

If you want a challenge, you found the right mod lol Dear god the cryo flood.... xD
Flexible Games 11 Dec, 2017 @ 10:49pm 
Nice! And LOVE that you made it configurable!