FortressCraft Evolved

FortressCraft Evolved

Magic Bars
53 Comments
LethalOne75 29 May, 2020 @ 2:21am 
ok
Wariat117  [author] 28 May, 2020 @ 11:56pm 
This game doesn't grant mod compatibility for the feature this mod uses.
If you have mod which modifies gold bar and this mod has higher priority than my mod, then it simply removes the changes my mod did

Change of icon, or change of when you gain knowledge of gold bar or even stuff as stupid as change in description WILL remove my mod's effect


Does the gold bar work on world without other mods?
LethalOne75 28 May, 2020 @ 11:43pm 
gold not work on me
kavnkaldkvie 2 Feb, 2019 @ 9:45am 
Yes, I have updated it :)
Wariat117  [author] 2 Feb, 2019 @ 9:42am 
Well, the mods in this folder aren't updated automatically, I guess that was the problem.
kavnkaldkvie 2 Feb, 2019 @ 9:40am 
I re-subscribe,Already working.
Great mods, thank you.

I like to move the MOD to C:\Users\user\AppData\Local\ProjectorGames\FortressCraft\Mods
So, a little problem, sorry.
Wariat117  [author] 2 Feb, 2019 @ 8:41am 
This bug was fixed long ago, do you have older version of mod by any chance? (the fix was applied to "Stacks Mod", basically I have lowered it's priority to 0)

Could you send me screenshots of your mod list on the page where is Stacks Mod and the page with Magic Bars?
kavnkaldkvie 2 Feb, 2019 @ 7:51am 
If enabled [Stacks Mod]
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1127219095

Magic Bars will not work.

-----------------
Copper Bar Tin Bar Iron Bar
Lithium Bar Gold Bar Nickel Bar
Titanium Bar Chromium Bar Molybdenum Bar
-----------------
Eclipse the Dragon 29 Jan, 2019 @ 2:32am 
i for 1 know i don't know.
Wariat117  [author] 28 Jan, 2019 @ 11:09pm 
Until now I have learned to create machines which do simple stuff in .dll (according to game killing/reviving overminds is "simple")
As long as there is no real guide for .dll I doubt I will move further, I can't even say what's moddable and what's isn't.
Who knows if superbuild with items is possible?
Eclipse the Dragon 28 Jan, 2019 @ 7:27pm 
@martinvchess
Wariat117 said the i in a the .dll files, a file they don't know a lot about.
use the 'Tricky's Infinite Ore Extractor' mod.you'll never have to place more ores again.
the 2 mod with each other are cool.
martinvchess 28 Jan, 2019 @ 4:42pm 
This is an excellent mod! Would be nice to have the possibility to "Super Build"
MyProfile 23 Sep, 2018 @ 12:18pm 
I should pay more attention I reckon.
Wariat117  [author] 23 Sep, 2018 @ 6:27am 
About 2 weeks and the mod will have anniversary on the steam workshop :P
MyProfile 22 Sep, 2018 @ 1:23pm 
Wow! Someone finally did this... Next playthrough this is on.
Zamtzu 22 Sep, 2018 @ 10:27am 
This is a wonderful mod
Eclipse the Dragon 3 Sep, 2018 @ 5:07pm 
ok. i understand
Wariat117  [author] 3 Sep, 2018 @ 3:44pm 
eclipse
I can't add this because I don't mess with .dll files and the game itself doesn't povide me a way to make it. (I would have to programm and install it into game)
Eclipse the Dragon 2 Sep, 2018 @ 2:50am 
@Lurch456
put and pick the bar of the ore you what and place it down. the bar will be placed down and turn into the ore.
Lurch456 1 Sep, 2018 @ 8:58pm 
how to place?
Eclipse the Dragon 27 Aug, 2018 @ 2:10am 
pls add the use of ctrl to plase the blocks faster.
Wariat117  [author] 19 May, 2018 @ 11:30am 
To anyone who had problems with machines -> it should be fixed now.
You just have to get rid of the old bugged ore.
Wariat117  [author] 20 Mar, 2018 @ 10:04pm 
So yeah... You talk about the fuel used in the other mod ;d
Mad Vandal 20 Mar, 2018 @ 5:36pm 
That inventory value reset happens in non-moddable area of the code, last time I looked at it, the code looked for certain cube tags and if present will re-assign the cube value from the value in the DefaultValue tag. This allows for color variants of cubes in world gen, but avoids making the player suffer in having to deal with colored rocks taking up inventory space.

The fuel tags are in TerrainData.xml...go look at Coal (cube type 87) and you'll see this:
<Fuel>
<Energy>128</Energy>
<ParticleLifetime>2</ParticleLifetime>
</Fuel>
The enriched cube definitions will have this too. This should allow changing the energy in coal without any unwanted side effects.
Wariat117  [author] 19 Mar, 2018 @ 10:16pm 
In TerrainData.xml there is dev comment saying that <IsColorised> resets value on pick up.
Maybe this tag has written somewhere that it should reset to 4095?

Do you mean fuel used in this mod?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1320210199
(More PPS from burning. It didn't screw any machines and advanced filters when I have been messing with it)

No. I don't use discord at all ;D
Also steve answers questions about mods on modding subforum if someone makes thread.
Mad Vandal 19 Mar, 2018 @ 7:03pm 
If the default value is missing then it should be zero, I don't see any constant in the code being applied. Oh, and since you mentioned code, and looking this, I forgot there actually was a fuel tag for cubes that is used for burn energy. Too bad it doesn't apply to ore mining. The fuel values are something that can be changed and shouldn't break things. Are you on the FC Discord channel? It's generally easier to explain things and get info there as Steveman0 is usually on there to help with mod questions.
Wariat117  [author] 19 Mar, 2018 @ 3:05pm 
Update is there.
Problems are still there because they are hard coded but most of this works now.

I think I will try to find if enriched and infused coal have hidden defaultvalue...
While messing around I found that organic detritus has value 4095 even if TerrainData.xml shows no <DefaultValue>. Maybe enriched/infused have hidden one too?
Mad Vandal 19 Mar, 2018 @ 10:24am 
The cube value thing isn't well documented. On machines, where it can be the MK level or some other thing, or things like cold/toxic rock there will be value entries in the terrain.xml. That part is clean...but then there are these poorly documented uses when the cube is a piece of the world...ore content, color variants of rough hewn rock, etc. These don't have XML value in terrain.xml and get the "default value" anytime the cube is held by the player or a machine.

The scanned ore amount should be the number of extracted ore cubes you get out if you mine it entirely using an ore extractor with a %100 yield cutter or an MK3 trencher drill. To calculate that from from the world cube value by hand has follow all the steps in the code. You won't get the right amount simply doing cube count * 4095.
Wariat117  [author] 19 Mar, 2018 @ 9:22am 
The fact that it is called default makes conversation confusing :D
Anyway thanks for info that it is hardcoded (I can't mod it then).

I will set the 4095 value then for the ores that don't have it. (2560 will break GAC/filter anyway)
In case dev makes use of those ores in future they will have the same value as TerrainData.xml.

The scanner says fake amount of ore even if I don't mod default value anyway.
Mad Vandal 19 Mar, 2018 @ 8:49am 
The 2560 (2.5K) is coming from a hard-coded value in the ore extractor code as part of the calculation to determine the actual number of ore cubes to be ouput from cube value extracted based on the cutter head and motor. If you have a decompiler like DotPeek, you can find this in the UpdateMining method of the OreExtractor class.

Any ore cubes output to a hopper (or other machine) from the extractor get the 4095 value in terraindata.xml, same with dropped cubes when you drill ore with the gun. There is also code where for when certain cubes ranges with unrecognized values go into storage/inventory they will be reset to the default value. This is why picked up rock all becomes the same color.
Wariat117  [author] 19 Mar, 2018 @ 7:51am 
"is always the default value, and so everything works"
Do you mean the default (~2.5k) that is written in unknown location or the 65k I have modded or ~4k that is in TerrainData.xml?

Because if once of the latter ones then it doesn't work this way :D
I have set up extractor with plasma head and small mass storage for this once... It has extracted the ~2.5k not the 65k or 4k :/ (Ttried with more blocks in the vein but the same effect, ~2.5k per block)
To be sure I have used the MS controller so I don't have to count the ore manually.

Anyway I'm planning to mess with it today.
I will remove modded defaultvalue from ores which have defaultvalue in the TerrainData.xml, then I will try to find the exact amount of this ~2.5k and set it in the others. (again setting small mass storage. I will build more than 1 to be sure if it's always the same)
Mad Vandal 19 Mar, 2018 @ 7:22am 
Cubes are uniquely identified by machines using both type and value. Some, like the smelter, can ignore cube value since it only deals with ore cube types. For other machines, like filters, value can't be ignored, otherwise they can't discern between things like toxic vs cold cubes. Ore cubes are a bit special in that the value is also the vein density. Extractors change the ore cube value downward as they extract, but the output from them (or drops from build gun drilling) is always the default value, and so everything works. It's unfortunate there isn't another value for the density/energy of a cube.
Wariat117  [author] 18 Mar, 2018 @ 10:20pm 
Because some of them spawn with 0 ore. (The ones that don't have value at all)
Also I wanted big veins.
But fortresscraft is bugged and just says that block has 65k ore ;-; While it has only 2.5k... (even if vanilla value is 4k)

Later I have been just too lazy to remove default value from the ones which have value in vanilla (it's bugged anyway so no point in keeping this on those)

GAC and advanced filters go mad for no reason ;d To fix person has to take them ores of storage and put again. If they are lucky then restart of game (without disabling mod) fixes it too.

Not many complained about this (since the start of this in Fast Items there were 2-3 talking about this.. And I have found out that default value is 1 of the factors which causes this after looong time... And just recently I found out that it doesn't work at all ;-;)

Later I can check if removing this will help
Mad Vandal 18 Mar, 2018 @ 5:44pm 
User sent me a world having problems with ore cubes. Found it running this and by adding an override of a cube default value of 65,000 the world now has two kinds ore cubes which look the same but aren't. Smelter is somewhat ok with it, but other machines won't touch the original cubes anymore.Why override the default value?
Wariat117  [author] 4 Mar, 2018 @ 4:42am 
I have forgot to check few days ago....
But anyway, no objections so I have removed the workaround and now you have to use bars to build those ore veins :D
Wariat117  [author] 22 Feb, 2018 @ 12:17pm 
BTW
To anyone using mod -> I'm planning to remove "work-around" (copper stuff building ores) because I have made new special bars already.

Does anyone have objections? (I would like to know why do you want to keep it too :D)
I will check this discussion after week and then decide if I remove or leave it.
(People who want me to remove it can comment too)
Wariat117  [author] 22 Feb, 2018 @ 8:06am 
It says in the mod description already:
"IMPORTANT
Ore veins placed with this mod have approximately 2.5k ore per block, if scanner says more then it's bug."

It won't give you 25k ores as you have said in example :V only 2.5k ;d
GoddessGaming1520 22 Feb, 2018 @ 8:03am 
50,000*
GoddessGaming1520 22 Feb, 2018 @ 8:02am 
the ore output in the magic bars is off please check will give you an example like when i place down the ore it give me have than what it saids or maybe less than that like 50,00 would equal 25 or a few thousand
Achman741 22 Jan, 2018 @ 6:53am 
yeah I figured that was the case as right after i commented i was able to fix the issues i was having, Thanks.
Wariat117  [author] 21 Jan, 2018 @ 1:23pm 
logi, this is cause by the game.
When mod affects blocks then game sometimes recognizes it as different block, machines look for updated version of block while not all avaible blocks update themself :/ (The ones that are already in the hoppers or your inventory when you enable mod don't update themself automatically)

In this case coal didn't update and thus machine (enricher) couldn't use it.
Simply restart of game or taking block from hopper and putting it back should fix this bug. [restart doesn't have 100% chance of fix]


The same thing happens to clock makers, infusers and advanced filters. (Funky because advanced filter looks for "unupdated" version of block :D You need to update filter then)
Achman741 21 Jan, 2018 @ 12:27pm 
it might have been a bug on my end since i added it a world in progress
Achman741 21 Jan, 2018 @ 11:59am 
This mod seems to stop coal enrichers from working, just a heads up
Wariat117  [author] 13 Jan, 2018 @ 1:45am 
New update. Fixed the issue which iceman reported.
iceman11a 13 Jan, 2018 @ 12:40am 
Ok, I setup the mod on both the client and server. I run the game is SP and selected the mods and enabled your bars mod. I saved the game and I exited the game. I then started the server and select the world in MP and and made sure that all the mods are active. The only one that wasn't active is your bars mode. Tell me that "this mod will not run on this server". If you have any ideas on this please let me know. this mod would save 100's of hours mining.

Ice
Wariat117  [author] 12 Jan, 2018 @ 3:01pm 
I have contacted steam support and I have got unbanned earlier.

Updated mod -> if something still doesn't work then inform me!
Also I have made sure that the fix will work for both current version and older ones + I have added "special bars" they might replace the current "work-around" in the future
iceman11a 12 Jan, 2018 @ 12:12pm 
The 17th is only 5 days away, So I'll wait until steam is updated it. I use steam for both server and client. I'll check back on the 17th.
Doctor William Von Tacos 12 Jan, 2018 @ 10:49am 
Alright, so to everyone having problems: Wariat got suspended and can't update the mod till the 17th and im just a messanger so don't fucking snipe me valve
iceman11a 12 Jan, 2018 @ 10:30am 
Well it's still not working. I subscribe to the mod I updated all the files and copied your mod to my server and it states that this mod won't run on this server.
iceman11a 9 Jan, 2018 @ 11:14pm 
i wanted to ask if you have plans on updating this mod too P17.echo.