FortressCraft Evolved

FortressCraft Evolved

Change World Settings
56 Comments
Wariat117  [author] 22 Jan @ 11:24pm 
Does creative console work the same way in creative mode?
iirc I just added option to open it and didn't change it in any way
Xane Tempest 22 Jan @ 3:13pm 
When using the creative console, I can't use the cursor. It's still controlling the viewpoint. The cursor doesn't appear to interact with it like the 'interact' menu or screens like the inventory... but since I got this to turn off a mutator that was nerfing my game, this mod rules!
Wariat117  [author] 22 Aug, 2024 @ 11:30pm 
erm... don't lock it? this way it should stay unlocked
Angry Shredder 22 Aug, 2024 @ 9:21am 
How do I unlock cursor?
martinvchess 18 Sep, 2020 @ 4:01pm 
Wow, you are amazing thank you so much for your time and effort!
Wariat117  [author] 18 Sep, 2020 @ 2:32pm 
I have added option to change the "start waves" threat.
Also added option to lock the threat so it doesn't go up/down.

The machines might give weird side effects if there were any of those on your world before the update, but going into threat button and setting it to whatever you want should fix oddities.
martinvchess 13 Sep, 2020 @ 1:24am 
Dear Wariat yes it is ridiculous. It used to be just right having enough time to prepare for the first attack. Now new players are doomed just losing the game right from the beginning. Take your time I am sure you will have a solution to the problem, you always have.
Wariat117  [author] 13 Sep, 2020 @ 1:10am 
It was some time ago, but dev made it so first attacks should start when you start smelting stuff (ridiculous, right?)

It should be possible to add such option to this machine, but no idea when I will try doing this.
martinvchess 12 Sep, 2020 @ 4:43pm 
I would like to ask you a question. What do you think? Whenever I play a new game my base getting already attacked with a base rating of 100. This seams not to be right. I have no chance to build any turrets so early in the game. Normally you would get your first attack when you start running the laboratory. Would it be possible to adjust this with the World Setting Machine so that we can set the base rating for the first attack?
Wariat117  [author] 17 Aug, 2020 @ 8:45am 
Back to fluid magma thingie
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2200513625
You can try this mod and see if the corruption is gone
Wariat117  [author] 17 Aug, 2020 @ 6:13am 
Well I have uploaded fix so it's toxic caverns again and I have about 5x more biomass than I had on vanilla game on the same seed, so I don't know why you have not enough biomass o-o
martinvchess 17 Aug, 2020 @ 4:03am 
Yes, everything blue but with the music from the Toxic Cavern in the background o-O. Now the mod is nearly perfect but still not enough Biomass can be found.
Wariat117  [author] 16 Aug, 2020 @ 11:52pm 
oki, nothing corrupted...
It's just that in the game code toxic caverns end at -640, but in world generation code they end at -620...
Cold and Toxic caverns use exactly the same code, it just decides which cave to spawn basing on the depth the cave ends

In order to remove confict between stretched mod and change world settings mod I have changed it from -620 to -640 in change world settings, and I did the same in the flat mod to be sure that it avoids conflicts too
But.... I have played on world with change world settings and because of that I though I have added the whole code to fix conflict (there was no issues etc)...But, I missed one piece of code and running flat mod without change world settings results in what you have seen ;D

The game screwed -620/-640 and decided to spawn cold caverns in the toxic caverns (blocks were blue too, right?)
Wariat117  [author] 16 Aug, 2020 @ 9:34pm 
hmm the thing about cold caverns in toxic caverns is weird o-o
I had normal toxic cavern on my side, maybe something corrupted when I was uploading the mod?
gonna compare the workshop version with version on my PC
Wariat117  [author] 16 Aug, 2020 @ 9:32pm 
no idea about cryo-spawners
the surface isn't affected by mod, so as long as overminds spawn on vanilla flatland, they will spawn in mod too
martinvchess 16 Aug, 2020 @ 3:46pm 
In Flat-Mod (I have tried the one with holes) the Toxic Cavern has become another Cold Cavern with only Crystal Deposits. No Biomass. There is something wrong.
martinvchess 16 Aug, 2020 @ 3:13pm 
Does the Overminds and Cryo-Spawners work with the Flat Mods? I did not see any Overmind.
Wariat117  [author] 16 Aug, 2020 @ 8:05am 
I have fixed the conflict between stretched mod and change world settings mod.

And I have increased amount of biomass for flat mods... But I feel like there is too much biomass now o-O
What's your opinion? (I have uploaded the update a few moments ago so steam will update your flat mods automatically in 5-10min so you can test it yourself)
Wariat117  [author] 16 Aug, 2020 @ 6:34am 
But at least now we know that performance causes the corruption, no idea why tho
Since it used to work in the past
(But well, hardware isn't godlike, it becomes worse overtime, the dust doesn't help)

I can try and see if it is possible to slow the sand/magma/etc "gravity" mechanic (no idea if that's possible)
And if it succeeds then release it as separate mod
Wariat117  [author] 16 Aug, 2020 @ 6:32am 
The point of mod was to make those blocks immune to gravity :D
They are pain in the butt anyway and they lag
martinvchess 16 Aug, 2020 @ 6:22am 
Even with vanilla settings it is quite hard to find any good Biomass veins and ping isn't working. For the gravity mod: I was able to find Magma without any corruption but Magma and Sand is not flowing anymore at all. Maybe it would be enough to just reduce gravity make it flow more slowly.
Wariat117  [author] 16 Aug, 2020 @ 6:01am 
I have found out the reason why my toxic caverns were smaller than they should be (the thing I mentioned "the toxic caverns start at -510 instead of starting at -480...")

I have had stretched out biome layers mod enabled... and apparently it conflicts with change world settings causing certain layers to be either too big or too small, or located in totally different place o-o

The flat mod was caught in the middle of conflict and I thought it's flat who causes problem lol
Well, I will try to remove this conflict when I'm messing with this too
Wariat117  [author] 16 Aug, 2020 @ 5:10am 
When I'm messing with this biomass,
You can try this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2199273385

If magma fluid spawns when this mod is enabled then it's surely performance issue
If magma doesn't spawn then it means that something corrupted your world generation o-O (well, then we would have to look at weird stuff like antivirus or weird system restrictions if you are on win10 etc etc that's not my stuff, so you will need to find someone who knows more about this)
martinvchess 13 Aug, 2020 @ 4:54am 
Take your time but I hope you can fix the Biomass problem because the mod is very nice.
Wariat117  [author] 13 Aug, 2020 @ 4:42am 
probably the pings don't like air :V
because I had biomass, it's just that pings didn't ping this biomass for whatever reason
martinvchess 13 Aug, 2020 @ 4:36am 
I have had a look into a world with your other Flatland mod (with holes in the floor). I like this mod better because it looks more natural with the holes but I could not find any Biomass. No Biomass at all and ping isn't working too.
Wariat117  [author] 13 Aug, 2020 @ 4:02am 
I have visited toxic caverns and there is something wrong o-O
the toxic caverns start at -510 instead of starting at -480...

there could be lots of biomass in those 30 blocks that were lost because of this
I didn't mess with the layers themself so I guess it's something that happens in unmodded game too o-o
the game miscalculates the biome layers somewhere or what?


but I have had biomass amongst those floating ores, the ping doesn't work properly tho, I see biomass infront of me, and ping doesn't ping it o-o it pings some random biomass somewhere else
I didn't change ore generation so it should generate biomass the same way as unmodded game


it makes me wonder if the other version of mod has biomass problem too
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2184381337
but I guess I will mess with this stuff later ;d watching anime and playing bdo rn
martinvchess 13 Aug, 2020 @ 3:57am 
I have all the floating ores but nearly no any Biomass.
Wariat117  [author] 13 Aug, 2020 @ 3:51am 
I have just noticed I screwed up the naming in my own mod lol
The mode is called "remove ores" not "no ores" lol

(it started to be confusing because of that)

"With ore mode enabled"
^ you mean that you don't have all those flying/floating ore veins seen on mod's screenshots, right?
or you mean that you have adventures pack mutator?



the vanilla code says that uranium spawns at
lrMinDepth = -1200f;
lrMaxDepth = -5500f;
so I have teleported to -2000, there was both super hard rock and uranium... and a huge hole dripping with fuckton of sand lol

the (cave) hole starts at around -1875 and ends at -3290
and being in this huge hole, with random veins floating in random places was like being in space lol

next I have teleported to -1600, there was no caves so I had to mine everything manually, but there was super hard rock and uranium too
martinvchess 13 Aug, 2020 @ 3:11am 
With ore mode enabled I found very very little Biomass ( I checked also with Biomass Bing), not enough. There are plenty of other ores I like it but need much more Biomass. Otherwise I am impressed by this mod... good work. Can you make sure that I can find enough Uranium too please. Wanna use this mod in my next play.
Wariat117  [author] 13 Aug, 2020 @ 3:05am 
(they are listed in this weird random order in the game code, in everysingle block from -9223372036854775808L to 9223372036854775807L there is at least single layer, if more than 1 layers are on the same depth then the one higher on list is active)
Wariat117  [author] 13 Aug, 2020 @ 3:02am 
About other caves, the mod uses vanilla layers:

Space, 5000L, 9223372036854775807L, new AirGenerator()));
Air, 1500L, 5000L, new AirGenerator()));
SkyRealm, 500L, 1500L, new AirGenerator()));
Surface, -64L, 500L, new SurvivalSurfaceGenerator()));
UpperUnderground, -200L, 64L, new SurvivalUnderGroundGenerator()));
BetweenCavern, -380L, -280L, new SurvivalUnderGroundGenerator()));
LowerUnderground, -1000L, -740L, new SurvivalUnderGroundGenerator()));
DeepLayers, -4000L, -1160L, new SurvivalUnderGroundGenerator()));
Cavern1, -280L, -200L, new SurvivalUndergroundCaveGenerator()));
Cavern2, -480L, -380L, new SurvivalUnderGroundGenerator()));
Cavern2, -620L, -480L, new SurvivalUndergroundCaveGenerator()));
Wariat117  [author] 13 Aug, 2020 @ 3:02am 
Cavern2, -740L, -620L, new SurvivalUnderGroundGenerator()));
UndergroundOcean, -1160L, -1000L, new SurvivalUndergroundLakeGenerator()));
MagmaOcean, -4160L, -4000L, new MagmaOceanGenerator()));
HotLayers, -5000L, -4160L, new CaveGenerator()));
Hell, -5500L, -5000L, new RockGenerator()));
BelowHell, -6500L, -5500L, new RockGenerator()));
Bedrock, -7000L, -6500L, new RockGenerator()));
Void, -9223372036854775808L, -7000L, new RockGenerator()));


Everything other than RockGenerator(), AirGenerator() and MagmaOceanGenerator() has ore
each of these layers hasa huge "flat" hole, approximately in the middle
Wariat117  [author] 13 Aug, 2020 @ 2:58am 
If "no ore" mode is enabled then there will be veeery scarce amount of biomass in the toxic caverns, because most of biomass spawns in the middle section... which is now replaced by giant hole, so only the leftovers that spawn rarely on borders are left
Now that I think about it... it could be good idea to boost the spawn a bit


If you have those floating ores enabled and there is no biomass then it's rather weird error o-o


Yes, you can go deeper than magma caverns, the uranium should spawn there
martinvchess 13 Aug, 2020 @ 1:46am 
This "Flatland Mod" is amazing and yes there is plenty of Magma. I did not see any Biomass in the Toxic Cavern and what about Uranium. I need Uranium for the Nuclear Reactor Mod. Can we go any deeper then the Magma Cavern? Are there any Caves below the Magma? I have a good computer should have no performance problems. Have played FortressCraft with this PC more than 1500 hrs and had never any problems. Do you know a good seed to use with Flatland?
Wariat117  [author] 13 Aug, 2020 @ 12:53am 
it makes me curious

does the magma spawn using this mod? (you need to start world as flatland tho)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2184381550


because if this mod does spawn magma then it might have something to do with performance,
game might not be able to keep up generating new segments and continously detect movements of fluid magma (my game becomes shit when I enter vanilla magma caverns because of the amount of lava flowing)
martinvchess 13 Aug, 2020 @ 12:16am 
2 Weeks ago I started a new World and spend more than 100 hrs to build everything. When I was ready to start the Frozen Factory dlc I found out that I have no Magma in my World. I think it is about time to stop playing this game and wait for "FortressCraft Phoenix (21 April 2021).
martinvchess 13 Aug, 2020 @ 12:05am 
Thank you for your time and help. Different seeds/World names have the same problem. I just created another World and dig all the way down to the Magma Caves. There was Magma but a lot of corrupted areas with bad blocks. Many walls with invisible blocks.
Wariat117  [author] 12 Aug, 2020 @ 11:53pm 
Are you always trying on the same seed (the same name of world) or different worlds have the same issue? (maybe some seeds are broken? I'm mostly testing my stuff on worlds named "AAAA" (4x A) and always teleport to Z=0 X=0 and just the depth changes, /teleport 0 -1100 0 for example)

I haven't seen blocks turning into mirrors yet, I have seen bug where blocks were generating invisible

I won't ask for log because world generation doesn't have code to log the errors, the only exception are very serious errors which could break whole game
martinvchess 12 Aug, 2020 @ 11:08pm 
I verified this morning everything seems to be ok and I don't use any Nexus mods. What I found out later was that in one World a hole segment (Quadrant) was completely corrupted with all the blocks looking like a mirror and no magma in this part of the world.
Wariat117  [author] 12 Aug, 2020 @ 10:22pm 
Well, that makes it weird, did you try to verify game files already?


Or maybe you have some mods from nexus?
They mess the game files directly so there is no way to disable them
martinvchess 12 Aug, 2020 @ 9:48pm 
After creating the World I went to the Magma Cave but can't find any Magma. I have also teleport myself to different locations but there is nothing. I have had the problem 3 times without any mods.
Wariat117  [author] 12 Aug, 2020 @ 9:36pm 
the blocks/magma/etc are generated when you approach them, not when you create world

any mod messing with world generation (changing gamemode too) can break it
martinvchess 12 Aug, 2020 @ 5:18pm 
Dear Wariat I have a big problem with FortressCraft Evolved. You may have an idea and know what the problem could be. This week I have created 3 new Worlds (default settings) and I don't get any Magma in the Magma Caves in this Worlds. I always create a new World without any Mods selected.
Wariat117  [author] 9 Aug, 2020 @ 9:24am 
I don't care about icons, if you want one then you need to make it yourself
Icons have to be 128x128 and file has to be .png

The machine which creates high octane fuel requires 200 coal and 1 high energy composite fuel to craft high octane fuel

How much "more" power tho?

What would be the name of mod anyway?
Wariat117  [author] 9 Aug, 2020 @ 9:21am 
I have managed to fix the creative mode, It finally works

Since the stuff breaks before mods are loaded... it was pain in the butt to make
And because of that the creative worlds made by this machine are seen as "survival" in the main menu
martinvchess 8 Aug, 2020 @ 3:19pm 
A mod could make the fuel useful with much more power than normal high energy fuel (HEF) for the turbine or a new machine. Also the high amount of coal could be reduced from say 500 to 100. I think it should be easy for you to make an icon.
Wariat117  [author] 8 Aug, 2020 @ 2:36pm 
oh wow
I have tried to workaround the creative issue... by forcing all worlds to be survival
but apparently the thing that breaks objects happens before mods... and it simply crashes anyway
Wariat117  [author] 8 Aug, 2020 @ 10:26am 
The turbines mod doesn't sound like problem (I didn't try tho)
But, why?
This fuel is supposed to be useless, it doesn't have icon at all too