FortressCraft Evolved

FortressCraft Evolved

Mk0 Care Package
6 Comments
isochronous 5 Jan, 2020 @ 8:04pm 
Sorry, meant the ray gun required charged lithium coils
isochronous 5 Jan, 2020 @ 8:03pm 
I’m having issues with a few of the recipes: the Mk1 suit upgrade module is just missing from the craft list, the ray gun still costs charged titanium coils and more, and the build gun Mk2 still requires titanium somethings and an additional resource (upgrade packs?) instead of just a copper bar. I looked at your XML and it looked reasonable to me, so not sure what the problem is.
Dakes  [author] 27 Dec, 2018 @ 8:14am 
I haven't played the game since before this change. I didn't even realize the adventures pack was out, until the winter sale started, so I guess its time for updates and a new playthrough.
Wariat117 27 Dec, 2018 @ 8:08am 
Then probably it was around the time when steam removed 1 week of my posts ;-;
Because of some mistake...

This upgrade module has builtin power pack mk2(so mk1 too), solar cell mk1, suit heater mk1, suit headlight mk1 and particle filter.
If it was about unnecessary then you wouldn't add those too.

It's not important, I have just asked because of curiosity.
If it was important then I would mention that dev added new suit upgrades since that time :D
The suit beacon, crystal scanners (2 of them) and the raygun is now suit upgrade instead of being there by default. (not sure if you mod was done before or after this change)
Dakes  [author] 27 Dec, 2018 @ 8:02am 
I guess, because it, as you say is already built in, so whats the point of carrying unnecessary suit items around? But i haven't thought about that really long, probably I just was too lazy to add everything. But if it's that important to you, I will add it. I didn't remove any comments.
Wariat117 26 Dec, 2018 @ 1:03pm 
What's the point in letting people craft "MK1 Suit Upgrade Module" which has "PowerPackMK2" builtin and don't let people craft just "PowerPackMK2" alone?
(Why I feel deja vu? Did you remove my previous post?)