FortressCraft Evolved

FortressCraft Evolved

LaserPowerTransmitter 360
35 Comments
Pokeking 8 Feb @ 8:02pm 
Requesting permission to upload an improved copy of this mod here to the workshop.

I currently have a version that not only uses 5 degree increments, but also adds the a version for basic LET. However, I'd like to wait to upload until after I can get it to increment by 1 degree or instead 10 while holding ctrl, via some help from other people on the game's discord.
Pokeking 25 Dec, 2024 @ 4:54am 
Damn...
blabla  [author] 25 Dec, 2024 @ 2:33am 
Sorry, no more files available.
Pokeking 24 Dec, 2024 @ 3:26pm 
22.5 degree increments is going to work a lot better for most people than 1 degree. Would be more than willing to make some changes if I had the pre-build VS project.
Azarlak 11 Jan, 2020 @ 4:24pm 
That'd work, but it would conflict with the shift+Q/T for vertical aiming, so would it only work while inside the GUI? Maybe CTRL would be better, since that could be done together with the shift+Q/T?
Stinosko 11 Jan, 2020 @ 12:27pm 
I don't agree, but adding press shift + click to do 10 clicks at a time would be a good solution as I have needed one specifec degree before in my base, specially the farther to target the more degree specific it needs to be :-)
Azarlak 11 Jan, 2020 @ 4:47am 
Is there any possibility of adding a version of this mod that only works in increments of 45 or 22.5 degrees, i.e. only -45, 0, and +45 degrees.

Dealing with 1-degree precision would be a bit too much hassle for me given how many button presses you'd need to get it into the proper position.
Additionally, knowing myself, would get messy really fast. Because of this, I'm hesitant to use it in the current state, despite really liking the idea as well as the stuff about source and target percentage limits.

I could of course solve the second issue by simply make sure always change it by 45 degrees any time I use it, but that still requires op to 45 button presses for each targeted LET, which would be quite frustrating.
Stinosko 19 Sep, 2019 @ 8:33am 
This mod is awesome! :-)
blabla  [author] 17 Sep, 2019 @ 3:26pm 
should work normally
-₪EPIC₪- Fail 16 Sep, 2019 @ 6:56pm 
This looks amazing. Per The comment 3 below me, were the lenses re-balanced for this mod?
Angellus Mortis 28 May, 2018 @ 2:52am 
The crafting recipes for transmitters changed, in patch 20, I think. Nothing uses just bars anymore.
blabla  [author] 13 May, 2018 @ 12:42pm 
That's even done.
However, unfortunately I had no opportunity to test yet.
Please be patient for a few more days.
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 4 Mar, 2018 @ 4:45am 
Yes, this is nice! Thanks.
blabla  [author] 3 Mar, 2018 @ 10:57pm 
I have made a few changes.
Hope it works better now.
Mad Vandal 2 Mar, 2018 @ 5:05am 
Definitely see some performance hit now on worlds that use alot of these with hudreds of log entries. Also keep seeing cases where they don't restore their visuals back to settings and just point with 0 angles. GameObjects are dropped when the player goes out of a range so if mbLinkedToGO is false, you need to re-apply the beam transform vectors.
blabla  [author] 1 Mar, 2018 @ 9:49am 
"errors all while failing to transmit power" No, I dont know of this.
M-98 black widow 1 Mar, 2018 @ 12:02am 
just wondering if you knew about the bug on A18echo (power transmitters flood the game with lag enducing errors all while failing to transmit power) not sure on the cause but im happy to hand over any logs you need or want
Mad Vandal 22 Jan, 2018 @ 4:35pm 
Not critical, but on a test world I have from another player it fires quite a bit and excessive log writes from the Unity thread hurt performance.
blabla  [author] 21 Jan, 2018 @ 9:36pm 
Well, i havn't set in parameter, so the MachineEntity constructor has "SpawnableObjectEnum.Error" throws a msg and set it to "SpawnableObjectEnum.ResearchStation". Later SpawnGameObject() correct this to "SpawnableObjectEnum.LaserPowerTransmitter/LaserPowerTransmitter_T2/LaserPowerTransmitter_T3". I could set it to "SpawnableObjectEnum.LaserPowerTransmitter" before, but not much changes, except that the message goes away. Is that very urgent?
Mad Vandal 21 Jan, 2018 @ 5:09pm 
This mod is logging errors on V17 for not setting the spawn object type properly:

[Modding] Attempted to create an entity of type plugin_deathangel1479.LaserPowerTransmitter360.LaserPowerTransmitter360 without a spawnable object set. In you mod class set 'parameters.ObjectType = SpawnableObjectEnum.???'
Kleadron 17 Mar, 2017 @ 3:50pm 
This deffies all logic... Screw logic
GeekWere 17 Mar, 2017 @ 12:26pm 
Thanks! I always thought a laser power transmitter that couldn't be reflected (without another LPT) was a touch odd.
Wade The Scrapper 17 Mar, 2017 @ 2:24am 
that takes the challenge away from the game having a huge bubble lol
plusing123 (dragonheart) 16 Mar, 2017 @ 4:25pm 
i mean more like a how the idea of wireless energy works aka you don't have to point it at your target as it has a 64 by 64 bubble king if thing so as long as it that there is things that need power wiwth in the 64 by 64 bubble it will charge them
Exo 16 Mar, 2017 @ 8:42am 
So, angles are relative to the LPT? Is that hardcoded, or can they be overridden to be absolute, independent from orientation?
blabla  [author] 16 Mar, 2017 @ 8:26am 
With the GPS I have in mind.
The problem is we also have a rotation. (the default game rotation)
So I have to rotate it too(dont forget, also up and down) or i have to skip angles out of current rotation.
I have not decided yet.
Exo 16 Mar, 2017 @ 8:11am 
"...source > X and target < Y."
Yes, that's exactly what i meant.

As for targeting system, i left a comment in "Suggested Mods" thread, but i'll post it here also:
if you can make a tool, similar to GPS Tool, that can store x y z coordinates of "scanned" block, yau can then trigonometrically calculate vertical and horizontal angles.
Demerzel 16 Mar, 2017 @ 6:07am 
plusing123, There should be a wireless power transmitter mod out there. https://gtm.steamproxy.vip/app/254200/discussions/1/364039531222189882/

The powwow machines. Don't know if it's still working or not.
blabla  [author] 16 Mar, 2017 @ 2:08am 
I could introduce another mode, where you can set source > X and target < Y.
Sounds reasonable. But keep in mind, 75% of battery means - 75% of all connected batteries.

Source < X and target > Y makes rather less sense i think, or is there a meaningful use for you?
Exo 16 Mar, 2017 @ 1:40am 
Finally! I've been waiting for such mod for the whole time i play FC.
Hoping for better targeting system though.
By the way, can you add/change fire modes, so that LPT would transmit power if source/target has above/below XX% capacity? This would really help creating secondary/tertiary power plants and utilize solar power more efficiently.
blabla  [author] 15 Mar, 2017 @ 10:11pm 
What exactly do you mean?
Laser ar wireless.
You have to be a little more precise, otherwise I do not know what you want to get out of.
plusing123 (dragonheart) 15 Mar, 2017 @ 7:57pm 
just a idea and wounder how hard it would be to make a wireless energy mod?
blabla  [author] 15 Mar, 2017 @ 7:39pm 
A reflector would be a mega project.
Just to calculate the incoming and outgoing angles.
It would be funny, but it would not be worth it.
Since you can build instead of the reflector, simply another transmitter.
plusing123 (dragonheart) 15 Mar, 2017 @ 7:14pm 
now you can try to add a reflector to make it so you only need one laser if o also if you want more ideas you can add me on discord i am qvshadow#4196