FortressCraft Evolved

FortressCraft Evolved

a Super Beacon
42 Comments
Nemesis8inf 21 Sep, 2022 @ 3:19pm 
found the conflict with another mod / bug fixes and improvments / removed that one and now it works again. and yes i striped all the mods out to find the one it didnt like. THX for the suggestion.
Wariat117  [author] 20 Sep, 2022 @ 10:34pm 
I'm not doing mods currently, maybe there is other mod that conflicts with it?

Is there any problem when it's only this mod on new world?

(I have once changed name of mod because of conflict as said in description, I don't remember which mod was that tho)
Nemesis8inf 20 Sep, 2022 @ 10:09pm 
Super Beacon was great for keeping worlds clean.
Unfortunatly it just stopped working a few days ago.
full uninstall of all game files doesnt fix it.
subscribe unsubscribe all mods didnt fix this either
AlwaysMakeDouble 29 Oct, 2020 @ 12:27pm 
ok
Wariat117  [author] 29 Oct, 2020 @ 12:21pm 
>>but confusing normal ones show as if they are super beacons when they dont work as it

Yeah, I said visual bug
The "bug" was actually silly...
I have changed this left bottom corner text of ALL beacons,
while I was supposed to change only for Super Beacons

>>..The delay can be set negative eg: -2 sec
Yeah, I allowed that :D
Limitting it to 0 isn't problem, it was just funny to see it negative
AlwaysMakeDouble 29 Oct, 2020 @ 12:15pm 
..The delay can be set negative eg: -2 sec
AlwaysMakeDouble 29 Oct, 2020 @ 12:09pm 
..The 255 info then only apply to the fake info on fake super beacons. real crafted one cornts fine it seems. but confusing normal ones show as if they are super beacons when they dont work as it
AlwaysMakeDouble 29 Oct, 2020 @ 12:04pm 
yes all palces beasons had the text that the real super beacon had and settings to click etc. but they dont work as super beacon. the crafted one does though. just to clear up confusion
Wariat117  [author] 29 Oct, 2020 @ 11:57am 
>>Also uninstalling mod and going in, the "never plaed" >"super beacon"
>>the free crafted one turned into beacon. just info
They are supposed to be totally normal beacons when mod is off
They will turn back into super ones once you reenable mod (they won't remember any settings they had tho)
AlwaysMakeDouble 29 Oct, 2020 @ 11:55am 
Also uninstalling mod and going in, the "never plaed" >"super beacon" the free crafted one turned into beacon. just info
Wariat117  [author] 29 Oct, 2020 @ 11:45am 
>>the ones allready places now all function as a super beacon, the qollect
>> count after reset always grow to 255 then stops.
ohh, good catch, from what I see in code it's visual bug, they should still work as normal beacons and just lying to you that they are super beacons


>>Mod turns normal beacons in your player inventory into unknown material
>> (same with onces allready places)
That's side effect of adding mod machine to existing machine ;d
You just need to scan it an problem is fixed.

hmmm, back when I was making this mod I didn't know few functions and fixing this "unknown material" issue would require rework of research system back then
Now I know more stuff so I might be able to fix it without messing with big stuff.
AlwaysMakeDouble 29 Oct, 2020 @ 11:33am 
Mod turns normal beacons in your player inventory into unknown material (same with onces allready places) the ones allready places now all function as a super beacon, the qollect count after reset always grow to 255 then stops. - Not able to test furster as this mod was only installed to try to fix another issue and i therefor no longer use it. So just info
Wariat117  [author] 11 Jul, 2020 @ 1:36am 
I have updated the mod.
Now it has option to destroy all picked up items.
This way you don't need hoppers if you use the mod only to clean up your world.

This change might require you to destroy and build again super beacons to make them work
Wariat117  [author] 15 Mar, 2020 @ 12:41pm 
The game doesn't automatically update the mod name (alphabetical order)
So the workaround is required
Zippy 15 Mar, 2020 @ 12:25pm 
it fixed it.
Wariat117  [author] 12 Mar, 2020 @ 3:56pm 
I have just tried both with and without bug fixes mods and beacon works for me
Did you try to
disable mod -> start world -> exit game -> enable mod ->start world -> destroy beacon -> place it again?
Some updates don't take effect unless people do that, not sure if it's needed there
Zippy 12 Mar, 2020 @ 3:25pm 
The fix made it worse. even without bug fixes and improvements installed, the beacon is unable to reliably pick up single items. Some items will be picked up, and some will be just left on the ground forever.
Wariat117  [author] 10 Mar, 2020 @ 1:52pm 
I thought that normal vanilla beacons were supposed to ignore stacks
I didn't like that and this mod actually takes whole stacks and puts them to hoppers

FCE doesn't have many players
and it has even less modders
that's why chance of this issue is very low, and the fixes aren't really that hard
-one fix is to change name so it's alphabetically correct
-other way would be on your side -> make your mod apply only to default value of machine (my machine has personally made value "117", so it wouldn't be affected by your mod then)
-if anyone cared there could be more ways too

making machines pdf-way only decreases chance of conflict issue by a little, it doesn't remove conflicts (mods can still harmony non machine classes)
So in the end the pros don't outwage cons and it's just personal preference which way to use
Wariat117  [author] 10 Mar, 2020 @ 1:51pm 
I have already made few mods using the pdf-way, but it was always hassle and pain in the butt to make them, once I have planned to make some sort of generic machine which I would copy+paste+edit for new mods... but once I discovered that I can make new machines with harmony I have totally scrapped this idea totally

Right now I'm on
-if I make machine based on existing one -> use harmony
-if I make totally new machine -> use pdf-way
Mad Vandal 10 Mar, 2020 @ 1:31pm 
Enhanced Light mod is a good simple example.
Mad Vandal 10 Mar, 2020 @ 1:30pm 
The fix was for beacons ignoring item stacks, something DJ didn't finish and left a note about in the FCE source code. The bug fix mod will log and skip patch errors on each class change. The long term question is what happens if other modders starting doing new mod machines this way. I still recommend you do it the standard way. Source code examples are here: https://sourceforge.net/projects/mvfortresscraftmods/ (search "MV FortressCraft Mods" on SourceForge in case Steam has removed the link already).
Wariat117  [author] 10 Mar, 2020 @ 10:14am 
I have run few test and name change (so it's alpabetically first) fixes my mod
I don't know what issue you fixed with your mod so could you run the tests to see if your mod works as desired when mine is enabled too?
Wariat117  [author] 10 Mar, 2020 @ 8:36am 
Found your mod, when you said it's one mod for evething it was quick
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1946997156

The achievements mods already exist ;D
Both the ones who allow using mods to get achievement
and the ones that tell you *do X, disable mod, get achievement*
In the second case it's about any cheat mod ;d
+ what about mods that fix achievements? they need to remove lock in order to work

He didn't ban until now, so I don't think he will ban anyone now.
Even if he plans to do it -> first he will give message to remove mod.
That happened already with one of my .xml mods ;D it's possible to use DLC machines with simple .xml code and mod used that for FF MSS controller and I/O

My Nymph Poster mod was banned by steam tho o_O
When I asked why they said it was mistake and unbanned it
Mad Vandal 9 Mar, 2020 @ 8:50pm 
Way too much text for here, Discord is better. Links to source code for nearly every mod Steveman0 or I have done is posted on there for examples on making a new machine. Unfortunately DJ won't be releasing anymore FCE builds, so I'm stuck collecting everyone's bug fixes into a single non-standard bug fix mod and that corrects the pickup issue in FALCOR_Beacon.LookForItem which directly conflicts with this So it won't be possible to use the bug fix mod with this at the same time. Be careful with the Achievements object, DJ will likely ban anyone posting a mod to bypass the lockout of achievements with mods.
Wariat117  [author] 9 Mar, 2020 @ 7:51am 
"Having multiple modders start making new mod machines by using Harmony overrides on the same vanilla machines will cause a conflicting mess where only one can be used at a time."
as I have said... they don't override
they all work and do their parts in alphabetical order


there was one exception, "developer cheats" mod
all mods alphabetically before your mod worked
then your mod does something
mods alphabetically after yours didn't do their harmony
-mods were harmonying "Achievements" class
-In this case you used something other than harmony tho, yet it affected harmony


*limit fo 1000 words trolled me*
Wariat117  [author] 9 Mar, 2020 @ 7:51am 

"Making a new machine following the PDF guidelines is a bit more effort, but it's the proper way and makes your mod far less prone to breaking if FCE changes."
using the pdf is a lot more effort actually and the fact that steve added code for example machine with bugs into the pdf doesn't help (he said that those bugs are intentional... so people don't just copy+paste+edit, but actually fix it, thanks to that I try to avoid doing .dll using pdf-way)
but yeah, it's proper way to add new machine, and makes mod less prone to conflicts with other mods
dev most of time doesn't do game breaking changes to FCE so there is no need to worry about breaking mod because of update
Wariat117  [author] 9 Mar, 2020 @ 7:51am 
"Using Harmony is a tool of last resort."
It's the only tool I know to modify anything in .dll (not add, modify)
I have copied it from one of your mods *don't remember the name*, before I didn't know how to modify crap


anyway which mod causes problem?
I could just change name of my mod so it's alphabetically first and see if it works
(such test locally, outside of steam workshop is easy)
Mad Vandal 9 Mar, 2020 @ 7:01am 
I was given a bug fix to LookForItem that fixed one problem and made another bug. That regression bug is fixed now but if you're overriding that method too then it'll still be in conflict.

Making a new machine following the PDF guidelines is a bit more effort, but it's the proper way and makes your mod far less prone to breaking if FCE changes. It will also lets people continue using the vanilla machines as is. Using Harmony is a tool of last resort. I try to avoid it much as possible outside of the bug fix mod because it can lead to the very problems you describe. Having multiple modders start making new mod machines by using Harmony overrides on the same vanilla machines will cause a conflicting mess where only one can be used at a time.
Wariat117  [author] 6 Mar, 2020 @ 11:33pm 
Did you change something with beacons?
Making it into whole new machine would only remove harmony affecting beacons, all other harmony would stay.

As for reason: doing new machine using harmony is easier and is less pain in the butt.

I have tried using multiple mods doing harmony in the same place once in the past, they all did their part in alphabeticall order, there was no problem with that.
I have once had problem, one of your mods had code which was blocking all mods which were alphabetically after your mod from doing harmony in specific place, did that happen again?
*You blocked some place* *my mod couldn't use that*
("S" is in bad position considering "alphabetical order" after all)
Mad Vandal 6 Mar, 2020 @ 2:17pm 
Why was this not done the proper way by making a new mod machine? When you harmony so many method on the vanilla you run the risk of change conflicts. I adjusted the bug fix mod to fix an issue that may have affected this so hopefully it'll work again.
Wariat117  [author] 27 Feb, 2020 @ 8:44am 
That makes less mods to try with method "disable/enable 1 by 1" for you
-₪EPIC₪- Fail 27 Feb, 2020 @ 2:49am 
ha, cant believe I forgot about that.
Looks like 4 of them updated recently (3 on the same day)

Enhanced lift (24th but I think it had an update just before I posted)
[All on same day (22nd)]
Square floor
Enhanced threat scanner
Bug fixes and improvements
Wariat117  [author] 26 Feb, 2020 @ 10:36am 
Wariat117  [author] 25 Feb, 2020 @ 1:28am 
This mod wasn't updated, the game wasn't updated either
If it's other mod's doing then I can't do anything, best bet is to check what errors log says or trying to turn off mods 1 by 1 and see when it starts working again
-₪EPIC₪- Fail 24 Feb, 2020 @ 8:41pm 
Seems to have stopped working?
Was working fine a few days ago. I noticed a few fortresscraft mods were updated(no idea who, perhaps one is now bugging things up) and now this will not fetch the stuff scattered all over.
Austin5003 23 Aug, 2019 @ 8:35pm 
I died, and my items were left on the ground, but one of the beacons duplicated all my items
cadh20000 2 Aug, 2019 @ 9:04am 
Nice! Thanks!
Wariat117  [author] 2 Aug, 2019 @ 8:15am 
Infinite far away as long as stuff was dropped after the machine was built.
In case of stuff that was lying on the ground before machine was built -> stuff will be picked up if their segment is updated
cadh20000 2 Aug, 2019 @ 7:51am 
How far away from stuff can it be and still collect it? Currently it sounds uncertain but probably as though there is no distance limit.
Wariat117  [author] 11 May, 2019 @ 1:48pm 
If you don't change anything then it picks up totally everything. (default beacons don't pick up loot if more there is more than 1 block in the stack ;-; I just had to change this and super beacon picks up even if 100+ items lay in single stack)

Back when there was only 1 mode I have noticed that it's hard to sort everything, so I have added "wasp mode"
one machine in cold caverns collects only ruined drops
second machine on surface stocks up pristine drops
and third one collects everything not related to wasps and sends it to macerators and paste grinders
Rehvenant 11 May, 2019 @ 1:40pm 
Oh my god thank you, this will help with the item lag I get when mass mining with workfloor excavators, assuming I read this right and that it picks up absolutely everything and not just everything mob drop related which either one is a huge help in the end.
Wariat117  [author] 11 May, 2019 @ 1:35am 
I have just updated the mod.
Added configuration for delay and Wasp Mode + fixed small glitches (like non stacking blocks in hopper)
It's advised to break your existing Super Beacons and place them down again.