FortressCraft Evolved

FortressCraft Evolved

Old Threat Reducer Cost
18 Comments
Wariat117  [author] 17 Mar, 2020 @ 8:29am 
I have reworked the way how saving works
because of that both "OET" and "C5/C3" will reset to "False" on first start of mod.
Wariat117  [author] 20 May, 2019 @ 1:29am 
Now I know why it was weird...
There was bug and buttons worked everywhere, and they didn't in threat scanner.
They doubled when I modded his machine because once it triggered because "everywhere" and second trigger was his machine.
It's fixed now. Works on Threat Scanner and Enhanced Threat Scanner
Wariat117  [author] 12 May, 2019 @ 4:00am 
That was weird one ;d
His machine itself doesn't have anything to do with vanilla... But in the code he intercepts code of normal threat scanner and because of this it works with this mod o-o (first goes vanilla code, then my mod and then he catches both vanilla and my mod and uses it)

I have found out it weird way... I have modded his mod... And his machine was atriggering toggle code twice (so it was always off, because first trigger enabled it and second trigger disabled it), first trigger was caused by the intercepted code and second trigger by the fact that I have modded his mod.

I have just changed shift+E into shift+Q because his machine has code for "E" already and it was opening his machine each time I pressed shift+E
Eclipse the Dragon 12 May, 2019 @ 12:00am 
that is all i can ask. :WhiteWolfHappy: good luck with it.
Wariat117  [author] 11 May, 2019 @ 11:58pm 
his mod has nothing to do with threat scanner so it doesn't work ;D

about making it work for his mod -> no idea, I can try and see what happens
Eclipse the Dragon 11 May, 2019 @ 11:46pm 
cool.
1 more thing. does it work using the Enhanced Threat Scanner mod's Threat Scanner? if not, think you can add it to work?

Enhanced Threat Scanner by Mad Vandal
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1401496595
Wariat117  [author] 11 May, 2019 @ 11:19pm 
"you need to look at the threat scanner and:
Press Shift+E to enable them during OET.
Press Shift+T to enable them during C5/C3."

"Threat Scanner" is machine which shows threat :V
1. It affects all threat reducers, both the current ones and the ones you build in the future.
2. if you don't have any mod collisions then mod will save your settings and you won't need to enable/disable reducers each time you start game (if there are collisions then it might load settings of the mod which collide, they might be the same as yours or might not, theoretically it should work properly on the second start of the game with both mods enabled, and break again if you disable at least one of colliding mods)
Wariat117  [author] 11 May, 2019 @ 11:19pm 
*limit of words per comment....*
3. threat reducers don't have info box at all, so nope
4. the same as 3. threat reducers don't have info box, so nope, the threat scanner says if they work or not by showing how much threat they decrease (just like on screenshot, instead of saying "OET is there, reducers disabled!" it says that my reducers decrease threat by 550)
5. yes, it can be toggled anytime you want, I ahve built them just for screenshot
Eclipse the Dragon 11 May, 2019 @ 9:22pm 
will enabling 1 Threat Reducer enable the lot?
do you have to reenable them each time you start the game up?
is Shift+E and Shift+T shown in the Threat Reducer info box? (the box you see when looking at them)
is the state (enabled/disabled) shown in the info box?
can they be enabled/disabled without the OET, C3 or C5 built/loaded?
Wariat117  [author] 11 May, 2019 @ 10:24am 
I have just added toggle options which allow you to enable threat reducers during C5 or OET
Eclipse the Dragon 1 Oct, 2018 @ 1:44pm 
i know how that feels. had it myself with Istaria
Wariat117  [author] 1 Oct, 2018 @ 12:31pm 
"Mothballed" in FCE means that it is unsupported/abandomed.
If something breaks then he won't fix/update it.
It is there for people who want to use it.

Also he asked few times for example of stuff that was outdated/wrong, not many people provided actual examples and searching everything would be pain in the butt.
And If I mention anything then he ignores me or fixes in 2 version later.
Rarely (but happened) that he fixed something I have said or he leaved comment "I will fix it" or something similar. Most of time my bug report posts are left without any response ;D
Eclipse the Dragon 1 Oct, 2018 @ 3:31am 
good to know. then the dev needs to fix the in-game info.

this mod is one thing i badly need.
Wariat117  [author] 1 Oct, 2018 @ 2:49am 
This information in-game is outdated.
It was added in p17 or p18 and dev decided that he will leave the machine in the game because removal could cause serious problems to older worls and compatibility problems for some mods.
He made it suuuper expensive and hidden behind mothballed research.
Eclipse the Dragon 29 Sep, 2018 @ 7:05pm 
head up.
you'll want to get a mod up to add the Threat Reducer. it seems it'll be removed sometime.
it said in-game "stop using it, it'll be removed".

just letting you know
The Hat 1 Jul, 2018 @ 3:15am 
Thanks I really wanted this back.
Wariat117  [author] 18 Mar, 2018 @ 11:40am 
No problem.

Also in the p19 they won't be craftable anymore in the vanilla game.
You will need mods to get them.
Exoduss 18 Mar, 2018 @ 11:34am 
Thanks very much. I totally agree with where the developer is going with making them more expensive. But at the same time, when I want to do stuff like expand or upgrade my primary base power supply or defensive setups around my base, it becomes a gamble that becomes old fast.