FortressCraft Evolved

FortressCraft Evolved

steveman0's MS Manufacturer
56 Comments
nickbuss72 30 Jun, 2020 @ 3:43am 
"Code for rush mode doesn't get applied in practice...", that's hilarious. It works as expected now though. Thanks for your help steveman0.
steveman0  [author] 29 Jun, 2020 @ 5:15pm 
Double checked and found the code for rush mode doesn't get applied in practice in vanilla code. I've updated the mod to match the real values used so it should match properly now.
steveman0  [author] 27 Jun, 2020 @ 7:18pm 
Odd... I copied the code as is. Will verify.
nickbuss72 27 Jun, 2020 @ 6:46pm 
I just gave it a quick test, and now the crafter is runnning with a 3.8s cycle time when feed by the ms manufacture and 7.3s from a hopper. I guess that is 1/8th of regular time instead of 1/4. Not that I'm complaining.
steveman0  [author] 27 Jun, 2020 @ 8:40am 
I found the issue. The GAC separately updates the timer for difficulty after the fact. I've copied this to the mod code and pushed a new release so now the timers should match regardless of settings.
steveman0  [author] 26 Jun, 2020 @ 12:16pm 
Err wait... rush mode... might be the time reduction for that is handled independently in the GAC. I might need to add a hook for that calculation.
steveman0  [author] 26 Jun, 2020 @ 12:15pm 
I'll have a look. I can only guess there's some recipe confusion in the xml because I rely on the machine's configuration.
nickbuss72 26 Jun, 2020 @ 5:25am 
Definately not the feed rate... the mass storage has 1500 plates in it. I actually watched the crafter info while it was working and the countdown started at 30s and went down to zero when using the ms manufacter but started at 7ish and went down to zero for the hopper. I also watched the two side by side and the hopper system produced multiple housings during a single cycle of ms manufacturer.
steveman0  [author] 26 Jun, 2020 @ 4:30am 
Are you sure it's not just the rate at which you're providing the resources? The manufacturer doesn't do anything specific to the crafting time, it just initiates the crafting cycle.
nickbuss72 26 Jun, 2020 @ 1:38am 
Just found a odd bug. Playing in rush mod, linux build. My titanium housing crafters take 30s to do a production cycle when feed with a mk3 MS manufacturer, but 7ish seconds when feed with a hopper. In retrospect, I think that this may also have affected my Hiemal block assemblers as well as they had quite poor throughput when I was building the magmabore.
steveman0  [author] 8 Feb, 2020 @ 7:33am 
No plans. Don't consider it necessary. Anything requiring that high volume should just get direct connects.
isochronous 7 Feb, 2020 @ 12:28pm 
This mod is absolutely fantastic! I just have to wonder if there's an I/O port version (don't have those unlocked yet). If not, that would be the only thing on my feature wishlist.
Peter Cashel 5 Jan, 2020 @ 10:31am 
Fair enough. Thanks for all your hard work on all the mods and Freight by the way.
steveman0  [author] 4 Jan, 2020 @ 7:36pm 
In principle yes, but how would that be different from just using an output port set to the ore type? There's no complex balancing of ingredient types so the gains of that is trivial for the amount of work it'd take. I don't have free time to tackle that over other priorities.
Peter Cashel 4 Jan, 2020 @ 8:12am 
Hey! Random question, Would it me possible to have this support Ore Smelters by any chance? Potentially leveraging a UI like the research pod assemblers?
steveman0  [author] 9 Jun, 2018 @ 10:32am 
In theory yes, in practice time is my limiting factor. :(
Xeridanus 9 Jun, 2018 @ 6:23am 
Could you have the user choose a recipe like with research assemblers?
steveman0  [author] 8 Jun, 2018 @ 2:34pm 
Oh yeah, I think someone mentioned that it doesn't work well with multi-input recipes. I haven't had time to look into a way to fix that unfortunately.
Telarin 8 Jun, 2018 @ 11:25am 
Found a bug when connecting the Mass Storage Manufacturer to an Organic Reassembler. Instead of feeding materials to the reassembler when it has pulled 10 of one of them from mass storage, it feeds materials to the reassembler after it has pulled 10 of ALL of them from mass storage and apparently feeds 10 of each type into the reassembler at once. Haven't yet finished a cycle to find out if it uses them all up in one pass, or if it runs multiple cycles on this overstock.
Xeridanus 23 May, 2018 @ 4:48am 
That's OK, just wanted to bring your attention to it. I really like your mods. Haven't played with them all yet though.
steveman0  [author] 23 May, 2018 @ 3:24am 
I have a note to look into this. Unfortunately a bit busy with the freighter merger right now. Sorry!
Xeridanus 23 May, 2018 @ 2:29am 
It seems to no longer work with the lab or research assemblers. I have restarted the world, replaced the machines, reset their settings, everything I can think of. I'm using the tier 1 versions and the items are in storage yet the Manufacturer Ports all show no plates in storage.
steveman0  [author] 5 May, 2018 @ 6:43am 
I don't understand what you are asking? What does mass storage inventory have to do with this?
Hooligan 4 May, 2018 @ 11:16pm 
i can in the display of the mass storage open the configuration menu but cannot change any settings in that pop up menu any help with key i have pressed every key on my keyboard, and this is how i use to set the quantities in the mass storage
Peter Cashel 11 Apr, 2018 @ 2:09am 
Edit: That was not the issue steve, messaged you in the FCE discord
Peter Cashel 4 Apr, 2018 @ 1:29am 
Thank you for confirming the recipes Steveman0.
steveman0  [author] 3 Apr, 2018 @ 6:26pm 
There are a few conversion recipes to make upgrading easier. The vanilla recipe has not been changed however.
Peter Cashel 3 Apr, 2018 @ 5:42pm 
Hi Steveman0. Just wanna check to make sure the recipes are right and I haven't borked something. Should Mass Storage Output ports require the Manufacturer MK1 to craft with this mod enabled?
steveman0  [author] 29 Jun, 2017 @ 12:40pm 
Your comment is much appreciated. I did indeed want the GAC support to be generic so all mod GACs are supported just the same. Glad you are taking advantage of it!
Nildayan 28 Jun, 2017 @ 10:06pm 
I just want to report that this is working fine with other GAC mods, like simtropbuggi's new Advanced GACs mod:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=956706389

Not every message should be a bug report! :P Thanks!
steveman0  [author] 13 Feb, 2017 @ 5:42pm 
I believe that's a GAC like any other. Would need to look into it but I don't have a clear idea why that would be a problem.
fireblade 13 Feb, 2017 @ 8:55am 
It currently doesnt seem to feed the lens polisher despite detecting ingredients and fetching (some of )them
steveman0  [author] 6 Dec, 2016 @ 7:05am 
Correct, it'd be a bit cheaty if it did.
Demerzel 6 Dec, 2016 @ 3:05am 
It doesn't seems to work with organic reassembler.
steveman0  [author] 26 Nov, 2016 @ 6:55am 
Don't feed them to all one plant. Give each port its own plant. As with everything else in this game, if one isn't enough, build more.
pirog 26 Nov, 2016 @ 2:55am 
"just use more manufacturers"

It does not work. For example, i want to craft 10 mass storage port. it require 20 basic port.

I builded 2 mk3 manufacturer.

One manufacturer drone gets all 20 items, and then only this drone can feed manufacturing plant. Second just stay on base.

Looks like manufacturing plant cant take one type of items from one drone port, and another from another. Only all the entire set at once.


It seems to have to rebuild my factory.
steveman0  [author] 25 Nov, 2016 @ 11:23pm 
One trick I found is to place the ports on the interior of the mass storage array. A port that is feeding off the storage and right back into it to stock can be mixed in the center somewhere, it doesn't need to be on the exterior. You can easily place a half dozen in that system surrounded by additional storage to link everything.
steveman0  [author] 25 Nov, 2016 @ 11:18pm 
The parts are being distributed over a fairly large area there so the distances the drones will have to go is pretty far. For high volumes I aim to deliver everything within about 3-5m. I can do this more easily by using my freight system where all the items are delivered around the station. If you don't want to compact it down to that size then just use more manufacturers. It shouldn't take more than a few to keep up with the volumes of even realatively commonly used machines.

The thing to remember is that these will run continuously. It might seem slow at first because you really want a few right away but once you've got a buffer built up you'll never even think about it after that. I tend to keep a sizable buffer of machines on hand since there's basically no cost for extra storage up to what a full mass storage crate can store (aside from the continual drain on production until it fills).
pirog 25 Nov, 2016 @ 9:24pm 
http://i.imgur.com/qh4uL5w.png
At screenshot a factory which which simplifies the construction of complex items. For example, i can automate crafting of 20 basic input storage for i/o port.
But even mk3 manufacturer delivers parts too slow.

"Don't make such a large storage?"
Can you advice how to resolve this?
steveman0  [author] 18 Nov, 2016 @ 11:39am 
Don't make such a large storage? Part of the idea of my mods is to make managing manufacturing in specialized systems much easier because it's a bad thing from a technical point of view to encourage large storages. Small ones are far more efficient. If your system is too slow consider breaking down your storage into several smaller ones devoted to a particular task.

I've never had an issue with the ports being too slow. Even in my already oversized storage I only run at most two ports in parallel for high volume goods. That has been plenty if I maintain an appropriate stock level to absorb periods of high demand. You can also consider where goods are in storage to minimize drone travel distance. My highest throughput ports are kept close to the source ingredients to maximize speed.
pirog 18 Nov, 2016 @ 11:05am 
Hello. can you add i/o manufacturer? (and stockpiler maybe).
mk3 manufacturer flies too slow when storage area is large.
steveman0  [author] 21 Sep, 2016 @ 10:59am 
Although... I may want to disable that case anyway since it's kinda cheaty to bypass the cryohoppers as this trivializes reassembling on the surface... I'll investigate adding it for other machines though. I'm not sure what else uses optional ingredients though.
steveman0  [author] 21 Sep, 2016 @ 10:54am 
Ahh, it might not handle optional ingredients properly. I'll have to check how that's handled to see if I can mimic it.
Celesina 21 Sep, 2016 @ 5:49am 
I've noticed that the Mass Storage Manufacturer fails to work with the Organic Reassembler despite it being able to detect the recipes for it and pull items from mass storage, it appears that the ORs refuse to accept the items from the local inventory of the MS Manufacturer
Patrol Helicopter 1 Sep, 2016 @ 7:17pm 
Ahh, that's what I needed. I had not reated a Basic Output port yet. Until this mod Mass storage was next to useless.
steveman0  [author] 1 Sep, 2016 @ 7:15pm 
For which tier? The basics are just the vanilla output port and PCBs I think.
Patrol Helicopter 1 Sep, 2016 @ 4:50pm 
For some reason I have Unknown Material and cannot craft this, Any idea what I am missing?
steveman0  [author] 16 Aug, 2016 @ 9:08am 
Err that's the mass storage crate function that's erroring out! Not sure what would make that different in multiplayer. If you could get me the log maybe it would have more clues but it may be partly a vanilla bug.
Elusive 16 Aug, 2016 @ 12:59am 
Network clients seem to see some wanings mentioning the MS Manufacturer, but don't see them on host.