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I noticed they both patches mostly the same methods. Most of the patches are identical, but some differ. Mainly it seems to be saving and loading entity properties that differs which seems pretty important.
From what I can see, the only thing this mod does that Large Mass Storage does not is make the Mass Storage Crate paintable.
it seems the game dont read MODS placed into:
C:\Users\username\AppData\Local\ProjectorGames\FortressCraft\Mods\modname
is that correct.? or does yours do? or do it have to still be placed into workshop folder even its a "local" version not to be uplaoded?
Name:Improved Manufacturing Navigation
What does it do:
-When you click "E" on ANY type of Manufacturing plant (basic Manufacturing plant and Manufacturing plant) after it open the focus is set to the typing "search area"
-if you hit ENTER in seach area focus is removed from search area
-if you dont have focus in search area, clicking "E" closes manufaturing window.
-if any text is in the search box when you left click (single click) in the search area the text is deleted.
- if you click BACKSPACE <AND> you had came from another recipe it will bring you back to that recipe (this works becous you know you cane from a recipe if focus is not in search area)
-whenever you do not have focus in search bar, clicking "H" will bring up help. (its dosnt at the moment, often it dont work)
>>mod" ohh. wont that be a problem if both your mod and his has the same fix? or?
it shouldn't cause problem,
theoretically one bugfix should block the second bugfix making it "only the first bugfix does anything, the other does nothing
I'm currently making mod that allows to rotate BFL9000 up/down, I can do other mods too
and I have to say... this thing is AMAZING ;-;
1k deep hole in matter of 1-2 minutes
Fixed the bug of free crafting mod...
For whatever reason... Game was randomly thinking that all blocks are ore for 0.1s
In this 0.1s my mod noticed "Oh, there is ore! Increase vein size from 0 ore into 2560 ore"
For non ore blocks the "vein size" means value of machine
And since "2560" machine doesn't exist... the game was replacing it with default machine :V
I guess it's not related to the mass storage stuff
even with small system as mine the freightcartmob error was spamming like mad :D
the cloning one would probably spam too
that's falcor error
not related to the cloning one
>no it didnt in the session i had. i will monitor more next runs
also this error shouldn't break anything, it just means that some machine tried to move more items than it should
>>mean to clone a null item?"
this thing is in fuckton of places
When multi value blocks are built then sometimes it uses default one instead of the one you want to build o-O
Yes, it's only in 1 place and that's what I said before :D
Something about counting stuff
and the log error seems to be unrelated to error itself~~
in the most recent test (1 minute ago :V) everything worked good (finally) so I'm releasing it on steam workshop so you can try it too
Also when I was rebuilding the freights... they were still fighting me :V
But after some messing around I have managed to force them to work and added one way tracks too
I have just spammed removal of the same thing few times and dnspy noticed I don't like this so it allowed me to remove this (lol)
But, I'm too tired to rebuild freights and test it ;D
So I guess the tests will be tomorrow
https://hackerspad.net/software/dnspy/
I think I will need new modding program for that ;D
This one loves this autooptimize crap I guess
>>or thats not how it works?
the space is decided at the spawn moment, and there is no changing to it
I think that for whatever reason the freights duplicate items now using this non-stacking function o-o
It's probably this thing that pooped up from the dnspy >.<
You remember that freights have 2 inventories, right?
It seems that now they don't move items between inventories, they copy items from one inventory to another, duplicating stuff