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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)
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
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
>>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)
>> 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.
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
So the workaround is required
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
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
Right now I'm on
-if I make machine based on existing one -> use harmony
-if I make totally new machine -> use pdf-way
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?
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
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*
"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
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)
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.
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)
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
https://gtm.steamproxy.vip/id/ViralMad/myworkshopfiles?appid=254200&browsefilter=mysubscriptions&p=1&sortmethod=lastupdated
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
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.
In case of stuff that was lying on the ground before machine was built -> stuff will be picked up if their segment is updated
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
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.