FortressCraft Evolved

FortressCraft Evolved

Shadow's Enhanced Automation
136 Comments
Pokeking 22 Jan @ 8:33pm 
Do you happen to remember what changes how fast the increments for the range/width values in the UI? The selector is really slow at changing values.

And yes, I'm working on a decompiled version, planning to make a fair amount of changes while still being balanced. Will credit you if I upload it to the workshop.
Mythily 29 May, 2024 @ 2:53am 
I'm just putting this here so anyone can see it, this mod is broken right now. Even the PTG MK2 which is one of the main reasons I wanted to try this mod out.
Nildayan 18 May, 2022 @ 1:03pm 
I've been having problems with getting this mod to work on my Ubuntu Linux box; the research and resources simply don't appear in the game on my Linux box.

Following up on a comment from 2017, there's still the XML vs. Xml directory capitalization problem that doesn't show up in Windows. I fixed it on my Linux system by creating a symlink in the mod's folder:

<redacted>@<redacted>-nix [12:46:22] [~/.steam/debian-installation/steamapps/workshop/content/254200/737875519]
-> % ln -s XML Xml
<redacted>@<redacted> [12:46:31] [~/.steam/debian-installation/steamapps/workshop/content/254200/737875519]
-> % ll -d X*
lrwxrwxrwx 1 <redacted> <redacted> 3 May 18 12:46 Xml -> XML/
drwxrwxr-x 3 <redacted> <redacted> 4096 May 18 12:31 XML/

I verified that the research projects now show up in the Research Lab and help files. I haven't tested the machines, yet, but I plan to test more fully tonight after work.

Thanks for a great mod, Shadow! I'm glad I could get it working. :-)
Stinosko 15 Jan, 2020 @ 1:20pm 
When starting shadow research (the first) on a dedicated server, the client crashed and the reasearch start doesn't get emited to the server...
charles 31 Dec, 2019 @ 10:44am 
How do you use the autostairs? I hit scan and just keep getting a message that Left and Right are invalid.
Shadow  [author] 24 Jun, 2018 @ 4:51pm 
The Conveyor Filter uses the "Pause" Button on the keyboard.
Arakus_ 24 Jun, 2018 @ 10:21am 
How do I unpause the conveyor filters??
Telarin 6 Jun, 2018 @ 11:03am 
Found a small issue with the AEP AutoExcavator Plus. When the dig distance gets far from the machine (not sure of exact distance but happens somewhere between 128 and 256) the AEP quits dropping blocks. It continues digging, but the material it digs out is lost. Also, when you get far away from the machine, the squigly blue texture that surrounds the dig area disappears.
Shadow  [author] 24 May, 2018 @ 10:35pm 
Havent check network clients in awhile. will need to setup my client/server again for testing. wating for all the changes for the last few updates to game finish before really looking into making changes and or adjustments. CEP conveyor filter was built because the vanilla didnt invert, now that it does, im not sure if CEP CF is needed. Basic filters are by categories, sounds like the Pristine/Ruined would be a good setup for advanced filters or using the Thief and setting custom filtering. Either way I should be looking at everything soon as final changes to the game are just around the corner for DJ
Cpt CamGirl YT-Ttv 24 May, 2018 @ 6:37pm 
Shadow are you having any issues with network clients and the mod?
I have a thief that works for the host, but when I jump on it. It just deletes the items from my inventory.
Telarin 24 May, 2018 @ 4:00pm 
Not sure if you are taking any enhancement suggestions, but I'd LOVE to have a Pristine Organics and Ruined Organics option on the CEP Conveyor Filter.
Shadow  [author] 9 Apr, 2018 @ 5:47am 
Stairs forward is not covered with the current machines - ill look into it
Chaba 8 Apr, 2018 @ 9:36pm 
Hi is it possible to build or dig stairways just forward?
Cannochi 15 Feb, 2018 @ 5:46pm 
Great thanks!
Shadow  [author] 15 Feb, 2018 @ 6:53am 
Update speed of Excavator for Tier 3/4
Fixed AutoBuilder Distance for Tier 3/4
Cannochi 28 Jan, 2018 @ 11:44am 
Thanks so much for the fix!
Shadow  [author] 22 Jan, 2018 @ 2:13pm 
Mod built against p18 nightly game version
Reaper 20 Jan, 2018 @ 2:56am 
How is updating going? Can we hope for new version soon?
Cannochi 13 Jan, 2018 @ 7:52am 
Just wanted to chime in and say I love your mod as well and I'm looking forward to the fixes!
Shadow  [author] 10 Jan, 2018 @ 1:04pm 
Working on fixes for new P17/P18 that deal with new UI in game - im away till late monday night 1/15 so dont want to release until i get back in case of issue
Thekingofdanerds 10 Jan, 2018 @ 9:59am 
oh, and for some reaason the ptg mk2 was in the power storage tab instead of the generation tab in p16.
Thekingofdanerds 10 Jan, 2018 @ 9:58am 
HYPE \o/ . i must say that your mod makes doing certain things a LOT easier. thank you for both taking your time to talk to me, and for making such a useful mod.
Shadow  [author] 10 Jan, 2018 @ 7:34am 
Working on issues now for p17/p18
Thekingofdanerds 9 Jan, 2018 @ 9:44pm 
are there any plans to update to p17?
Nasabot 7 Aug, 2017 @ 11:11pm 
The PTG is bad designed in my opinion.
1. (Design) remove the redundant switch function. Keep it simple.
2. (BUG) if the PTG is at 2x or 3x speed, it still generates the maximum power even if there is only one fuel available.(therefore you can generate ~1000/1500 power with 1 infused coal)
3. (optional) increase PTG speed to 5x standard. Its better.
4. (optional) introduce a Mk 2 coal infuser. I did a simple mod where you can combine 25 enricher and 25 infuser to have 1 single infuser which can directly infuse a 100/min coal line. Much better.

5. Though the other machines are very nice, the higher Mks are super redundant. You only need Mk 2s.
Bocephus666 7 Jul, 2017 @ 4:40pm 
@Shadow After a bit more playing it appears that the PGP skin when placed is the default skin, and not your skin. Also, you do not have to exit the client to get it to fix itself, you just have to go quite a distance away after placing the PGP for it to I guess reset, then you can come back and it has the right skin, and can be configured.
Shadow  [author] 1 Jul, 2017 @ 8:40am 
Will add it to the bug fix list thanks
Bocephus666 1 Jul, 2017 @ 4:03am 
FYI, you can't change the PGP settings after placing it when on a dedicated server. After restarting the client you can. Annoying but workable...
Shadow  [author] 12 Jun, 2017 @ 7:29am 
Thanks!
Wariat117 11 Jun, 2017 @ 10:11pm 
2) Tested it - you can see effect
http://gtm.steamproxy.vip/id/wariat117/screenshot/849340251551136288
http://gtm.steamproxy.vip/id/wariat117/screenshot/849340251551136989
And I have just placed 16 blocks :D Even with worth 20% effinency drill it is profitable to take ores on the surface and mine them there (Automate it and get endless source of ore?)
Wariat117 11 Jun, 2017 @ 2:40pm 
1) your autobuilder allowed me to place DLC stuff without owning DLC :D
If it's really hard then don't bother it isn't important.
2) I did test it only once on coal - I placed 16 blocks of coal with your autobuilder (I have mod that adjusts the default size of veins from 4095 to 50000, with 16 blocks of coal I had vein which had 800k size, I didn't test it on vanilla the number would be lower but for sure higher than 1 :D)
I can test it tomorrow tho ^
Shadow  [author] 11 Jun, 2017 @ 2:14pm 
Wariat117:
1) Multiblock machines are very specific to code - each machine has a set of values the blocks get converted from and into. Also each MB machine is different sizes for XYZ so tthe autobuild machine would have to be specially code for each type machine. Just out of curiousity - why would you need auto block machines to autobuild - what and how many of each are you trying to place that it needs automation.
2) Are you saying the Autobuild machine is allowing placement of ores at the moment with a ore content of 1 ore?
Wariat117 11 Jun, 2017 @ 8:45am 
Would it be possible to introduce auto-building of multiblock machines?
If you use the auto-builder then they don't turn into machines :D They stay in their block form.

Also with this mod you can farm ores - mine ore then build with autobuilder and mine again.
(If nothing breaks then placed one should have more than 1)
Telarin 1 Apr, 2017 @ 6:01pm 
Okay, figured out the first issue. Upgrader has to be turned around so that the front faces the item to be replaced...
Telarin 1 Apr, 2017 @ 5:56pm 
I'm having issues with the AutoUpgrader Plus Mk1. I set it up so that its back is against a conveyor. Set the search item to regular conveyor, set the New Item to Transport Pipe. Place a hopper next to it full of transport pipes, set it to drop items, and provide power. When I scan, it tells me everything is good, but as soon as I try to turn it on, it tells me "No Starting Block found to Upgrade!". What am I doing wrong here?

Also, a very minor thing, the PGP Mk2 is found under power storage rather than power generation category when in the manufacturing screen.
GeekWere 16 Mar, 2017 @ 5:40pm 
Any thoughts on expanding the pyrotherms by the way? MK3+ and such? I like them but I'm probably supposed to go to turbines by now. Time and place I guess. They don't need to replace turbines, but maybe something along the lines of how the other machines have MK3+ versions?
Shadow  [author] 16 Mar, 2017 @ 5:08pm 
Neurodancer, I sent a request to you to contact you off forum so i can get additional information.
Shadow  [author] 16 Mar, 2017 @ 5:07pm 
Fixing the PTG to work underground like the vanilla was on my list of issues. Thanks!
plusing123 (dragonheart) 16 Mar, 2017 @ 4:22pm 
ok if you need any other ideas for the mod feel free to add me on steam
GeekWere 16 Mar, 2017 @ 3:19pm 
I'm not complaining but, I noticed the MK2 Pyrothermic Generator works underground. Latest mainline stable, it was producing power in the toxic caverns without error.
(I actually quite like this!)
Just not sure if it was intentional.
Shadow  [author] 15 Mar, 2017 @ 9:59pm 
I''ve been looking into power to dig speed per game update - will see what i can do
plusing123 (dragonheart) 15 Mar, 2017 @ 8:58pm 
can you make a speed boost block for all ofthe blocks as i have been playing with the mod and i don't like how slow the excavators are when you make then bigger then 15 by 15 so two ideas maybe you could add a speed boost setting that makes the power usege go up but makes it work way faster or my first idea a speed boost block just trying to help make the mod better for every one who trys to make a 99 by 99 pit so can you add on of my ideas?
Neurodancer 15 Mar, 2017 @ 4:26pm 
Yes... this is a game with over 100 hours into it. For some reason I can't see your st uff.
Telarin 15 Mar, 2017 @ 3:51pm 
I would like to suggest a conveyor filter MK2 that adds some additional filter options: Ruined Organic, Intact Organic, and T4 Ore
Shadow  [author] 15 Mar, 2017 @ 3:28pm 
Have you researched T1 Power/T1 assist machines to start off?
Neurodancer 15 Mar, 2017 @ 2:01pm 
That's the deal though... I have researched floor excavators, auto excavatorts, and so on. I still don't see yours.
Shadow  [author] 15 Mar, 2017 @ 8:56am 
As the standard in game versions of a machine become available and are built then the mod versions can be researched. So as an example until you can research and build an excavator, you will not see my version until then.
Neurodancer 15 Mar, 2017 @ 5:21am 
Latest version of 16. I don't see any of your new units in the game, nor do I see any research to unlock them.

Mod shows as loaded and selected in the game.
Zohan 8 Mar, 2017 @ 10:07am 
Thanks :-)
Shadow  [author] 8 Mar, 2017 @ 8:32am 
The Conveyor Filter uses the "Pause" Button on the keyboard.