FortressCraft Evolved

FortressCraft Evolved

Mob Controller
32 Comments
Wariat117  [author] 27 Oct, 2020 @ 9:13am 
I have update mod.

1) It will now remember whatever you have set inside of them (Because of that controllers which existed before this change will have random settings, it will remember mob despawning/counting too)
2) Controllers don't share the buttons anymore (Different controllers can display different page for you now)
3) I have added option to spawn "Calm Hivemind"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2269456419
Wariat117  [author] 29 Apr, 2019 @ 2:15pm 
If I remember correctly, there were people in this mod's discussions who wanted to remove player's bodies and this dirt under worms:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1726867359
I have managed to do it in separate mod, I guess that adding it as button in machine would be rather hard ;d
TrebuchetTheRat 26 Apr, 2019 @ 7:00pm 
Just so long as it kills of the active ones, I don't care. Nonetheless, good to know.
Wariat117  [author] 21 Apr, 2019 @ 2:41pm 
Keep in mind that game keeps spawning them constantly ;D
If you use despawner to automatically despawn hiveminds then every now and then it will despawn 2 hiveminds that were generated.

Also it can't despawn not loaded hiveminds. (You have explored far far away, some hivemind spawned there, you restart game, machine can't destroy this certain hivemind until you visit this one so it loads up, well hiveminds don't grow if they aren't loaded so it doesn't matter much :P)
TrebuchetTheRat 21 Apr, 2019 @ 2:38pm 
Better than the alternative...
Wariat117  [author] 20 Apr, 2019 @ 11:38pm 
yes
the hardened resin stays tho
TrebuchetTheRat 20 Apr, 2019 @ 5:03pm 
wait, despawn HIVEMINDS? Is that really possible?
Wariat117  [author] 25 Mar, 2019 @ 2:01am 
To anyone interested:
I have added options to spawn and despawn hiveminds.
Also now machines will tell you coordinates of "mob despawner" and "mob controller despawning Ship Wreckage" when you try to make new one with their powers when one is already in the world.
Wariat117  [author] 23 Mar, 2019 @ 2:56pm 
Keep in mind that it despawns stuff every 6s, if the mynock spawns directly after machine despawned something, then it has 6s to feed the hivemind
TrebuchetTheRat 23 Mar, 2019 @ 2:48pm 
You got this to actually despawn mynocks? Yesssss. You are a genius.
Wariat117  [author] 28 Feb, 2019 @ 2:46pm 
I'm too lazy to update screenshots ;d
I have added the new ones tho.

Feel free to give ideas or something.
Bigger list of mobs that are constantly despawned?
Should the machines save their state? (that they have Mob Counter enabled or Mob Despawner enabled and which mobs it despawns)

Currently only ship despawning is saved :D
Wariat117  [author] 28 Feb, 2019 @ 2:42pm 
I have managed to find a way which constantly despawns ship ;D
And a way to wipe certain mobs every 5s too.

Sadly, I didn't manage to make it "any of the machines is in world = keep despawning"
Only the machine where you pressed the button works.

And I had to limit amount of such machines. (performance and bugs stuff)
1 machine to constantly despawn ship.
1 machine to constantly despawn mobs.
Any amount of machines which despawn/spawn with buttons.
Any amount of machines which have mob counter enabled.

I have also added special effects to distinquish machines at least a little ;D
Wariat117  [author] 27 Feb, 2019 @ 4:42am 
When i mess around with different stuff and i learn something new, then i come back to unfinished stuff and try to do it with the new stuff i have learned
ZaGeR 27 Feb, 2019 @ 3:26am 
You still work on it?! o_O
You are very persistent!!! :Dominated:
Respect. :cozyspaceengineersc:
Wariat117  [author] 26 Feb, 2019 @ 1:10pm 
I'm still messing around with the despawning of ship :P
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1667720580
This test failed ;D



In the next test I will mix soft resin ablator's code for finding hopper and marking hopper to mark CPH and basing on that try to check if the ship is there or isn;t.

If it works then I will be able to make despawning ship as long as there is at least one mob controller in the world without crashing the game or breaking performance :D
+ I will save this setting so you don't have to press button each time you restart game.



I wonder if I should save the fact that people enabled mob counter on some of their machines or not. Does anyone even use this feature :D?

Also later I'm gonna add option for "Mob Despawner", it will just check every now and then for mobs (chosen by player) and despawn them.
Wariat117  [author] 17 Feb, 2019 @ 8:40am 
I have no idea where is code responsible for spawning it.
For sure ship is connected to CPH, you relocate CPH, the ship follows up.
But the CPH has only the code for the stuff I mentioned earlier.
ZaGeR 17 Feb, 2019 @ 8:18am 
Hmmm, is it possible to move this ship somewhere far away?
Wariat117  [author] 17 Feb, 2019 @ 7:12am 
At this point I can't do something like this, it would require editting of the original .dll files, I didn't try this yet.
Still no idea if code responsible for spawning is edittable.

I could make button which would force my machine to despawn certain mob every now and then.
But it would affect performance, the more often it despawns the higher impact would be.
Elmer Fudd 17 Feb, 2019 @ 7:06am 
would it be possible to stop specific mobs from spawning ever
Wariat117  [author] 16 Feb, 2019 @ 3:11pm 
I have forgot about this comment ;d

Checked code again...
After 2H it disables fires+smoke+dmg, but leaves ship behind (I thought that ship goes away because code for ship and dmg is very similar)
Under 2H it slowly decreases intensify of the fires+smoke.

The strange part is... I don't know where is code responsible for spawning the ship o-o
It's not in the code I have found...
ZaGeR 16 Feb, 2019 @ 2:49pm 
Strange.:neutral_face:
Wariat117  [author] 16 Feb, 2019 @ 10:04am 
In the code it says
"World older than 2 hours = remove ship + other crap and don't spawn it anymore"

But for me it doesn't work o-O
ZaGeR 16 Feb, 2019 @ 9:57am 
And how dev plan to remove the ship wreckage? Or he didn't plan to? Because it's very inconvenient. :milliethinker:
Wariat117  [author] 16 Feb, 2019 @ 9:37am 
Now I know why the other mod doesn't totally remove the ship and why it doesn't affect the dmg/fire/smokes...

I have tried to add it into my mod -> my mod constantly removes ship + other crap and game constantly spawns everything... (the other mod was just constantly changing size of ship to 0)
My game starts to lag very hard until it simply crashes because of this machineVSgame fight.
ZaGeR 15 Feb, 2019 @ 10:40am 
Haha, ye. :bulbylaugh: Unfortunately steam doesn't allow you to edit your comments. For some reason.:lunar2019scowlingpig:
Wariat117  [author] 15 Feb, 2019 @ 9:59am 
The feeling when you copy paste comment in order to edit it and you copy your own nick and time when you sent the comment lmao
Wariat117  [author] 15 Feb, 2019 @ 9:56am 
Wariat117 [autor] W tej chwili
I have used this mod as help ;D
The mod itself removed only ship, I have upgraded it to remove ship, fires and dmg. (code for dmg and code for 4 types of fire are separated)

The mod was constantly removing the ship, exactly what I would have to do with my machine.
In theory I can make it so you press button in the machine and mod will keep removing the ship, but again -> it will work only if you have mod enabled ;D
ZaGeR 15 Feb, 2019 @ 9:48am 
I know there was a mod maybe several years ago that absolutely despawn ship. Don't remember it's name.:( Maybe you know or this mod can help you. Maybe.:)
Wariat117  [author] 15 Feb, 2019 @ 8:59am 
I have found a way to despawn ship + fires and even disable it's damage, but the game will spawn it back once you move outside of it's render range if the world has less than 2H playtime.

It either leaves me with saving info that someone pressed button and forcing my machine to keep despawning the ship as soon as it spawns ;D
Or try to modify playtime... And basically you press button and your world has 2H playtime, which would be odd (no idea if it's even possible)
Wariat117  [author] 14 Feb, 2019 @ 2:45pm 
o-o
I have managed to... Spawn player bodies... But I can't despawn them ;c
They appear in the location you stand, sadly the game forces them to look into certain direction.
And I have found out that rotating doesn't work on my machine at all!
Both this and quadrant controller o-O

Also found out that bodies despawn naturally after 1H!
That hurts ;d
ZaGeR 14 Feb, 2019 @ 10:51am 
"maybe I should look for a way to despawn ship too?" Oh yes, that's will be cool. I hate this ship' remains.:steammocking: Thanks for mod btw.:47_thumb_up:
Wariat117  [author] 14 Feb, 2019 @ 1:43am 
From the smaller issues I have found:
- I didn't find a way to despawn player's body and those strange things left by the worms. (maybe I should look for a way to despawn ship too?)
- If you spawn more than 1x slimes then all spawned in the same moment move into the same directions, just like controlled by something.


Also could anyone with adventures pack/patreon dlc test if the despawning of constructobots and freighters works? I don't have DLC and I can't test it ;D
It also applies to the normal minecarts placed in the freightcart system, does the button for minecarts despawn them? (they are considered different things so I can make different buttons for this)

For this test you need at least 20+ constructobots different types and 20+ random freighters and minecarts in freight system.