FortressCraft Evolved

FortressCraft Evolved

Power Management
68 Comments
ferumu 31 Dec, 2023 @ 10:49am 
It seems that the first client that joins gets all the updates properly, the Logic tab average PPS updates often. The moment a second client joins the first client stops getting updates, Logic tab freezes. The second client gets updates instead. If the second client then leaves the first client gets updates again.
ferumu 31 Dec, 2023 @ 7:05am 
Discovered that when other clients leave, in which case I'm the last one remaining, all Power Management stuff suddenly syncs (no more "waiting for server to send groups") and it all works. It seems to work server-side and with a single client the client is kept up-to-date but when multiple clients are playing it seems that the clients will not sync properly?
ferumu 30 Dec, 2023 @ 7:05am 
Hi hi, with a Linux headless dedicated server it seems that if clients disconnect and then very quickly reconnect (before proper cleanup/disconnect handling happens maybe?) it somehow bugs the power management. The management UI shows no groups and opening a LPT shows "waiting for server to send groups". On existing client the UI didn't show the lenses in LPTs for me, and the "managed PPS" was as-if no lens was inserted in the LPT in question. Restarting the server seems to make it work again, perhaps some thread is getting stuck or crashing?

When things are bugged the logic also seems to get unreliable or perhaps not update. A green LPT with a ruby lens should have been sending 70 pps but it was sending as-if there was no lens inside. The Transmission tab in Power Managed UI matched this behaviour with only 10pps for this LPT, so that seems to be the canon calculation of LPT logic.

I realise it's been a while but perhaps it's still something with a relatively easy fix?

Thanks!
Mad Vandal  [author] 16 Apr, 2022 @ 9:31am 
Been a long time so I can't remember everything but I think you have at least unlock the vanilla MK2 LET first.
Phooenix 16 Apr, 2022 @ 9:23am 
Sorry it was completely my fault, I thought MK2 came much earlier.
Mad Vandal  [author] 16 Apr, 2022 @ 8:41am 
You're need to unlock the unknown material.
Phooenix 13 Mar, 2022 @ 10:21am 
I can't unlock the Laser energy transmitter MK2, I have unlocked the research for it but it doesn't show up, for things that need it as an ingridient it only says unknown material
Mad Vandal  [author] 15 Feb, 2020 @ 4:07pm 
The catch with that is a monitor can have multiple adjacent batteries and so avoided having to do up another special UI just for that. The coordinates monitor should be on the popup window of the monitor. To avoid confusion I just name them after I place each monitor so I can easily see the new unnamed one on the list.
isochronous 7 Feb, 2020 @ 1:20pm 
It's a little weird that I have to place the power storage monitor, make a note of the coords (if I'm going to be placing more than one at a time), then assign it a name back at the monitoring station by referencing its position. I'd think that I'd just place the monitor and hit "e" to enter a name right there. Especially considering your mods have far and away the best UI design out of the ones I've used.
Transendence 17 Jul, 2019 @ 2:25am 
i havent tested this yet but based on the current fix, the power mgt mod should now work properly with flex's nuke mod. (mk1 2 3 4 conduits) and the miny mk5 bat. ill post results after testing.
Transendence 17 Jul, 2019 @ 2:06am 
Sorry for my delay. Good news is i cant replicate the old bugs. from start (mk5flowy->mk4flowy->2xmanaged conduits with 4x polys->flowymk4->OET finish. power mathmatics is right start and end. but (I DONT CARE ABOUT THIS PART) the adverage power transfer per sec meter on the conduits seems broken till after world restart. on the flowy mk4, during full power tansfer only the current power lvl/max power lvl freezes. (again mathmaticly end to end is correct. just the readouts are not working without a lil tinker here tinker there meaning world reset blah blah blah. thankyou very much for fixing this. your ability to control the power system via this mod has always been a fav for me. now i can combine it with the 360 lpt's and the no black flow of power from the flowy mod.
Mad Vandal  [author] 5 Jul, 2019 @ 7:24am 
Transendence - Give it a shot now and let me know if this update works on your end.
Mad Vandal  [author] 29 Jun, 2019 @ 6:59pm 
Managed conduit doesn't work with modded batteries as it doesn't know it's multi-block size/state...would have to look into it when I have time. Though I'm not sure what the benefit of using the enhanced flow is in the first place.
Transendence 25 Jun, 2019 @ 7:09am 
its the enhanced powerflow mod is were you get the flowy stuffs from
Transendence 25 Jun, 2019 @ 7:06am 
Hey Mad, i sorta remember your explanation as to why the flowy versions of the batteries dont work properly with all of the modded power items. If you have time, could you look into the compatibility between the managed conduit/ flowy mk5 battery and a regular mk4 battery. seems the flowwy mk5 wont transfer into a regular mk4 but your managed conduits wont work on the flowy mk4's......very frusterating.....
nickbuss72 12 Dec, 2018 @ 2:48am 
Woo Hoo! It Works! Thanks for the help :steamhappy:
Mad Vandal  [author] 11 Dec, 2018 @ 6:35pm 
Update is out. Hopefully this fixes the Linux issue.
Mad Vandal  [author] 11 Dec, 2018 @ 7:32am 
I have a dedicated server fix in the work for tonight/tommorrow for setting conduit direction that may cause a stack overflow. It may be possible you're getting on SP w/Linux somehow, though on Windows it doesn't crash it. Hoping that this will fix both cases.
nickbuss72 11 Dec, 2018 @ 2:46am 
I'm running single player. I just tried launching from the command line to see if that told me anything useful about the crash, but all it said was "segmentation fault".
Mad Vandal  [author] 10 Dec, 2018 @ 5:52am 
Are you running as a client to a dedicated server or single player?
nickbuss72 10 Dec, 2018 @ 5:43am 
The crash only happens when I try to change transmit mode, either with the keyboard shortcut or the button. If I try either of those I have a guaranteed crash. When I reload the game everything is fine except that any pending game updates are lost, and the conduit mode hasn't changed. No ongoing instability provided I leave that toggle alone.

The only other time the game has been anything other than 100% reliable is with the Advanced Quarries mod which has a filename capitalisation issue and would crash the disk I/O thread whenever it tried to load its config files, but that generated an in-game pop-up.
Mad Vandal  [author] 10 Dec, 2018 @ 5:25am 
So not even a mono exception...that is odd. Does the crash keep happening?
nickbuss72 10 Dec, 2018 @ 5:21am 
Yeah, I've checked the log file and it just stops. Immediately after the last entry for power management, which is a loading lens icon message, is a line that reads
51.92 - error _World in _World just took 110 to update!
then a few entries for Falcor Transit Network and we hit the end of file.
This is the only crash to desktop that I've had with the game and this one is 100% reliable.
Mad Vandal  [author] 10 Dec, 2018 @ 4:58am 
Output log for Linux is ~/.config/unity3d/CompanyName/ProductName/Player.log
However it gets overwritten each time the executable is launched. I doubt I would be able to do much because CTD would be something going wrong in mono/Unity. Uncaught exceptions is the mod would cause a UI box to popup in the game. I do sometimes get a crash for running out of vertex memory when placing a machine. Does this problem often?
nickbuss72 10 Dec, 2018 @ 2:42am 
I've got a crash to desktop when trying to put a managed conduit into directional transfer mode. Unfortunately it doesn't generate any log messages when it happens either. Playing the linux version if that helps.
Mad Vandal  [author] 11 Aug, 2018 @ 5:13am 
New UI and dedicated server fixes done. Display unit coming soon.
Mad Vandal  [author] 3 Aug, 2018 @ 4:59am 
Major update almost done with new UI, custom keybing for popup, default rate setting, and custom alarms/light colors.
Dark 14 Jul, 2018 @ 8:56am 
Looks like it works, thanks!
Mad Vandal  [author] 14 Jul, 2018 @ 5:39am 
Found the other changes..testing with crystal lens matches on MK1-MK3.
Mad Vandal  [author] 13 Jul, 2018 @ 9:35pm 
hmm, MK1...DJ must have changed something else then I'll have to dig it up in the morning.
Dark 13 Jul, 2018 @ 12:15pm 
@Mad Vandal I think it now worse, MK1 MLTP does not react to any lens at all:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1440110515
Mad Vandal  [author] 13 Jul, 2018 @ 5:41am 
Interim update pushed for the lens multipliers.
Dark 12 Jul, 2018 @ 11:23pm 
Cool, thanks!
Mad Vandal  [author] 12 Jul, 2018 @ 8:17pm 
An update is pending for tommorrow.
Dark 12 Jul, 2018 @ 1:51pm 
Also, there is visual glich after vising monitored LPT - opening hopper afterwards results in first two hopper slot frames having larger frames compared to all other slots
Dark 12 Jul, 2018 @ 1:37pm 
Just visiting to tell that monitored LPTs are still pretty much usless due to lens giving +9 pps instead of 60 pps....
Mad Vandal  [author] 13 May, 2018 @ 5:30pm 
Ya, I gotta redo all the mod recipes soon.
zyxifrash 13 May, 2018 @ 10:58am 
Patch 18 rebalanced the lenses to a fixed increase ( https://gtm.steamproxy.vip/app/254200/discussions/2/1696044439575332497/#c1693788202026335332 ) , making crystal lenses much more valuable during early game. Your mod still uses the old percentage based increase, which makes a huge difference. Any chance of an update to match vanilla LPT again?

(And thank you for a great mod!)
Mad Vandal  [author] 5 Mar, 2018 @ 7:46pm 
Basic Audio and visual alarms working.
Can't believe no one noticed that messed up radar dish on the storage monitor.
Mad Vandal  [author] 3 Mar, 2018 @ 8:00pm 
McBean56545 - See the latest GPS Tool update.
BeanMChocolate 25 Jan, 2018 @ 6:28pm 
Can you make a mod that gives you unlimited suit power and disables death. I really want to just explore the caves and use super dig infinitely so I can just mess around.
Nestor 20 Jan, 2018 @ 10:21am 
support for the visual alarm would be awesome! :)
Mad Vandal  [author] 20 Jan, 2018 @ 5:36am 
Patched. Still need to finish more on this mod and try to get the visual alarm working.
Galian Gadris 19 Jan, 2018 @ 9:40pm 
Awesome. Thanks mate. All good, just making sure i wasn't doing something idiotic :)
Mad Vandal  [author] 19 Jan, 2018 @ 9:11pm 
SortYa - It's a bug with the control depth. Will get a fix out Saturday.
Galian Gadris 19 Jan, 2018 @ 4:13pm 
More info: Definitely the latest version. The mod.config in the workshop directory has the correct changelog etc. LPTs have the dropdown faded and the whole LPT interface is movable with mouse drag except that pull down
Galian Gadris 19 Jan, 2018 @ 4:07pm 
Hi Vandal, first huge thanks for all the modding you do. I've used this mod in the past but when im using it now, i can't choose the group in the LPT dropdown list. I see that you've fixed that in the changelog above, but despite me unsubscribing and resubscribing, and deleting the mod manually it still doesn't work.

Any ideas?
Nestor 2 Oct, 2017 @ 1:53pm 
I really like this mod :) Are there any plans to add the "visual color effects" to the alarm? (for now the warning lights do only send out the audio signal)
OzGoober 17 Sep, 2017 @ 1:25am 
This is one of the best mods! How about checking for dead states on load or if you dlb click the icon?
Mad Vandal  [author] 29 Aug, 2017 @ 3:36pm 
dyayath - Thx...I did run into lost power storage state issue again here during testing, it looks like a rare case. I'm putting a patch shortly to disable dead state removal to head it off while I find the cause.