FortressCraft Evolved

FortressCraft Evolved

Nexus Advanced FALCORS
58 Comments
Transendence 21 Feb, 2020 @ 10:44pm 
Nexus has givin me permission to do as such. However due to irl constraints, i have not had the time to break up the mod or fix it. It is a very old mod.
isochronous 7 Feb, 2020 @ 1:30pm 
It's a little weird that this is a FALCOR mod with three items, only one of which is FALCOR related. Have you considered breaking this out into multiple smaller mods? I really only use the bypass conveyors myself (sorry) but I absolutely LOVE them... though I'd love them even more if I could swap the "bypass" direction without placing the thing upside-down.
Transendence 9 Sep, 2018 @ 7:42pm 
just thinking in regaurds to the hept vrs the mk3 lpt with poly=1600 pps/1-way. seems the hept falls inbetween that and the regular conduit. as far as cost i didnt mean to chang its cost over all or placement in the tree. just to ajust the materials used to make it to bring it into alighnment with the current v.22 builds. ie: iron bars to iron gears for example.
Transendence 9 Sep, 2018 @ 7:30pm 
*wonders if i could possibly work with you on this matter. i know the basics and recently became a full time house dad. i got time.* my vision is to have a stand alone h.e.p.t mod that mimics mad vandals monituerd conduit. part of his power mgt mod. i see a lil hept baby of its bigger brother by vandal. its base stats act like a normal conduit you would put on a mk4. however its tied into his mgt system so the pps and what not can be fully controlled. also you can up to x4 lense it. so normal 10k pps base and each poly chrom lense adds another 10k for a max of 50k pps controlled. vrs flex's mk2,3, and 4 conduit that is not controlled or lensed but can put out 100k pps threshold at peak. was thinking if the hept could be lensed in the same manner, it look something like 1k pps base/ poly-c=2k pps. you get the idea.
Nexus  [author] 9 Sep, 2018 @ 3:08pm 
The only problem with that statement is that everything is initialized the same. So if something is breaking the FALCOR's it will probably break the HEPT, that kind of error should be logged.

Think of it like this, both the FALCOR and the HEPT are *technically* standalone. They don't interface with each other directly, but with what ever API exists.
The only commonality is the loader.

The HEPT was never really designed to take lenses. This has to do mainly with the power balancing system, having two different lenses would do major wonky things to the math.

That being said, with changes to the game it might be needed to keep things competitive, but it would require a rework that would not be done for awhile. (I work quite often right now)

Also for build cost, what are you thinking of by chance (I'm curious what others think in this regard)
Transendence 8 Sep, 2018 @ 7:37pm 
Could this thing be lensed? i mean the more i think about this thing the more im likeing all its applications. it seems to be the missing link in alot of the stuff i like to assemble. t3 lpt are nice (if your high in the tree already and have polished lenses avalible). not trying to be a pest or anything i just see its potential and love the idea. if i knew what i was doing with modding on fce id help ya.
Transendence 8 Sep, 2018 @ 7:28pm 
depending on the mod combinations, either the hept isnt reconized in the tech tree or bugs when try to use. im only a novice programmer however i believe it has something to do with the current falcors and yours wich is causing the issue. is why i suggested extracting the hept in a stand alone. this will make it more compatible with other mods and lessen the chance of a compatibility issue.
Nexus  [author] 8 Sep, 2018 @ 2:59pm 
In what way do the other mods break this one by chance?
Transendence 6 Sep, 2018 @ 8:55pm 
also if its not to much trouble can you put the build cost in alighnmet with the current tech tree?
Transendence 6 Sep, 2018 @ 8:41pm 
tyvm it is a special item. if i use another mod to modify the power in any way, it seams mad vandls power managment is the only mod that dont break with your current mod. im asumming the other 2 items in your mod might be the cause due to 2 of the items being in the current build.
Nexus  [author] 6 Sep, 2018 @ 6:36pm 
Should be, would need to recompile it without the injection for the FALCOR...heck the logistics FALCOR seems to be part of the main game now anyway. Will see about doing that on sunday at some point.
Transendence 5 Sep, 2018 @ 5:11pm 
Is there any way to get the H.E.P.T. in a stand alone mod?
TomasVaner 12 Feb, 2018 @ 12:16pm 
That is how FALCORs should work in vanilla. I was using them for transfering infused coal to the generators. But with jet engine it won't work because of empty canisters. Now that will be figured out. Thanks for mod!
Nexus  [author] 4 Dec, 2017 @ 5:15am 
Not sure, granted the mod has not been updated in awhile due to litterally having no time to do it. It should be working if nothing changed in reguards to the mp code. If i get the chance ill look into it at some point
SharkCK 24 Nov, 2017 @ 12:36am 
Just checking in to see if the Advanced Falcors are still officially broken for multiplayer? I've been trying to get these guys to work for days now and they just will not go after anything.
Nexus  [author] 31 Oct, 2016 @ 2:04am 
Yah, the mod was not tested in multiplayer. Since work is picking up I wont have time untill the weekend to take a peek at it.

But what im getting from what your saying it seems like its only the window thats having the problem. Ill see if I can take a few peeks at it during the week but its doubtful I could do something meaningful untill the weekend.
Kortako 30 Oct, 2016 @ 8:23pm 
Hey Nexus,

Does this mod work on dedicated servers? When I try to place an advanced logistics falcor down, the game boots me from the server and says "Exception in network thread. Failed to read past end of stream". Then, if I rejoin, anytime I get anywhere near or even look in the direction of the unconfigured falcor I had placed down, I get booted again with the same error.

Another thing to mention is that the world I was using on the server was transferred from a single player world, so some advanced falcors were already in the world. These falcors don't make me disconnect, but they don't work either. If I try to change the filter, the server itself will print out in red "SCREWUP! Client sent NIC for unknown interface: FalcorFilterWindow". If I pick up the falcor and place it back down unconfigured, it will do what I mentioned previously, where it just starts disconnecting me.

If I load up the world in SP, or even host in-game, it seems to work. Hope you can help!
Nick 2 Oct, 2016 @ 11:09am 
Ah! there it is. Thanks ^_^
Nexus  [author] 2 Oct, 2016 @ 11:08am 
Hey nick, look for the H.E.P.T. Device in your power catagory of the manufacturing plant....That is the mini conduits new name. I changed it to that awhile ago but failed to update the page with that =P
Nick 2 Oct, 2016 @ 11:04am 
I dont see anything in my output log. Here is the log just incase im missing something:

https://dl.dropboxusercontent.com/u/69786246/output_log.txt
Nexus  [author] 2 Oct, 2016 @ 11:00am 
If you can check your output_log.txt file for any errors
Nexus  [author] 2 Oct, 2016 @ 10:57am 
Humm, ill take a peek, but it should just require T5 power + and addtional 25 research points to unlock the LPT itself
Nick 2 Oct, 2016 @ 10:51am 
I have T5 Power researched and it still doesnt show up
Nexus  [author] 2 Oct, 2016 @ 10:38am 
You need to have researched T5 power. It takes a Sugalite Focusing lense and a mk3 power transmitter. There is also an alternate FF recpie that exists that uses a Polished Chrome Lense
Nick 2 Oct, 2016 @ 7:40am 
When do the mini conduits show up? I only have large scale vein and partical filter to research left. I have not built the C5 yet and i have not destoryed any of the overminds yet.
Timeslice 22 Aug, 2016 @ 4:46pm 
@Phoenix: You posted the same useless message in the Mass Storage Inventory Panel mod. If you want anyone to do anything you're going to have to provide some actual information. Post the log file. Explain the issue. Be specific.
Phoenix Light 21 Aug, 2016 @ 11:44pm 
Linux error
DirtyCamper 17 Aug, 2016 @ 2:55am 
Wow... advanced logistic falcor is one big win.
The bypass conveyer is also ideal, as in my current set up I infused coal ring around my base that pumps coal to MK2 turret setups and at the last point to a big induction place pumping power into a lot of things. A bypass conveyer would make the MK2 turret setup a little cleaner, *and* it would make sure the hopper intended for the turret always has coal.
Nexus  [author] 12 Aug, 2016 @ 12:57pm 
Ok, small update on the geothermals, apparently geothermals are NOT PCI (Power Consumer Interface) devices hence why they are not compatable. That is also why you where getting that error as it was being caused by me checking a possible null object in a or statement (should have been an AND statement) It is also the reason you where getting it on geothermals...I have poked dj about that to see if that is intentional if it is ill have to add some special code for geothermals this weekend.
Nexus  [author] 12 Aug, 2016 @ 12:52pm 
Ok, just uploaded a patch that should fix those problems. Although it may still complain on geothermals, Im still looking into them.
Nexus  [author] 12 Aug, 2016 @ 12:28pm 
What version of the game are you on by chance? Bleeding edge, beta_test, mainline etc?
Nexus  [author] 12 Aug, 2016 @ 12:27pm 
Humm, how strange, i was getting this error and i fixed it on my end thats odd. Ill take another peek
ph3rr3t 2.0 12 Aug, 2016 @ 4:33am 
Just to clarify, the Mini-Conduit is working just fine. I can craft it, place it, and it does its job. Its just it keeps throwing that error over and over. Here's a pastebin with the full thing that keeps repeating.
http://pastebin.com/cRPwAgQq
ph3rr3t 2.0 12 Aug, 2016 @ 4:29am 
I think I'm still getting the same error as the last time I mentioned it. FCE does not like it when I rotate your Mini-Conduits or when I place them against a Geothermal Generator.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=742239948
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=742242314
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=742242334
Droknar 11 Aug, 2016 @ 12:46pm 
I'm able to load my game with this on again. Nice work
Nexus  [author] 11 Aug, 2016 @ 12:04pm 
Ok, should now be fixed Moved the model importer to a seprate project and kicked Visual Studio in the nuts a few times just for good mesure.
Nexus  [author] 11 Aug, 2016 @ 11:59am 
....what the hell, ok sorry about this visual studio compiled files that where marked to not be compiled...that is a part of a model importer i was working on Expect the fix soon
Timeslice 11 Aug, 2016 @ 8:01am 
So, the upside is the world will load and leave the blocks there, so they *should* continue working when the mod is re-enabled. The downside is I rely on the advanced falcor too much to play my world without them :/
Droknar 11 Aug, 2016 @ 7:55am 
I also am having an issue loading my game with this updated mod :(
Timeslice 11 Aug, 2016 @ 4:41am 
If I load the world without this mod, do the advanced falcor blocks get deleted, or will they return once the mod is enabled again?
upuaut 11 Aug, 2016 @ 4:00am 
Same Here.
After cross-checking which Mod causes the Loading [RegisteringModHandlers] error I found out it´s this mod. Had to deactivate it.
Shadows Mods had the same problem last week. He fidured out the cause. Perhaps he can help you.
Æl 11 Aug, 2016 @ 3:51am 
Thats my error as well, looks like it's an issue with the backslash in BaseStation\Models (it's BaseStation/Models)
Timeslice 11 Aug, 2016 @ 3:45am 
I get this sweet error hundreds of times in my logfile: http://pastebin.com/S13P76gW
Looks like you were mixing backslashes with your slashes in the file path. Either that or you posted the mod without the Models folder.

Either way, the world gets stuck at [RegisteringModHandlers].
Æl 11 Aug, 2016 @ 2:40am 
Worth noting that I was playing just fine in this world yesterday, after that update but before this mod's update*
Æl 11 Aug, 2016 @ 2:30am 
It looks like you have a conflict with the Crossturntable mod that prevents savegames from loading with your most recent update (that mod updated on Aug 9th).

Logs: http://pastebin.com/pt6R6Bpb ,
Timeslice 11 Aug, 2016 @ 1:57am 
Yeah, I figured that out. I now have falcors delivering cutting heads to all of my extractors :) And thanks for the name change.

I haven't used the mini-conduit yet, but I was planning to do so pretty soon (OET charging:), should I wait for this current issue to be solved first?
Nexus  [author] 11 Aug, 2016 @ 1:38am 
Erm...Thats odd i would need a log for that one. I can load my previously saved worlds just fine. No serilization was changed.
dqb939 10 Aug, 2016 @ 9:12pm 
I can't load my saved world after the update. To load my saved world, I must deactivate this mod :(
Nexus  [author] 10 Aug, 2016 @ 1:09pm 
Should now be fixed...It was a call i was making to prevent a state lock (which could only occur if you minipulated the block a specific way) apparently i put it outside where it was supposed to be and it worked fine for 3 weeks....yup.
Nexus  [author] 10 Aug, 2016 @ 12:01pm 
Ok, im currently looking into this...