FortressCraft Evolved

FortressCraft Evolved

Advanced GACs
15 Comments
Flexible Games  [author] 4 Feb, 2019 @ 10:26pm 
Recipes are all configurable.
Rhaane 4 Feb, 2019 @ 7:36am 
This mod is a neat idea but alot of the recipes are way too cheap and feel like cheating. Cheaper for using the specific machine is good just not 5 or 6 times less materials =/ example Laser Transmitter MK3 base recipe is 7 alloy and this machine makes it only 1 alloy where as 5 would be more fair.
Alayne 31 Jul, 2018 @ 4:17am 
That it is. Thank you very much.
Flexible Games  [author] 30 Jul, 2018 @ 4:17pm 
Update mod with new recipes, removed the belt crafter. Automation is always cheaper :D
Alayne 25 Apr, 2018 @ 1:06pm 
Yeah a fair few recipes changed. DJ's trying to remove the use of bars from everthing but the very first of machines. Increasing automation is the goal and well, that's exactly what your mod is doing so...

Your mod still works and is very useful but the different recipes does introduce a bit of a snag. Took some extra rerouting but then it worked.
Flexible Games  [author] 25 Apr, 2018 @ 11:04am 
I didn't know the recipes changed.
Alayne 25 Apr, 2018 @ 6:57am 
Hi! Is this going to be updated with the new recipes for the different items? Such as conveyors using copper wires and tin plates instead of just copper and tin bars?
Flexible Games  [author] 28 Jun, 2017 @ 12:54pm 
Yeah, Fixed the nano, forgot to make a comment. Thanks for catching that, it was the one GAC I didn't test (DOH!)
jlp1528 (Minty) 28 Jun, 2017 @ 12:18pm 
I will have to test the fix but thanks for patching! Thanks for your work in general. :)
jlp1528 (Minty) 28 Jun, 2017 @ 9:26am 
I lied. Power Boosters are in fact separate item IDs. Regardless, I found the issue: the key for the Power Booster MK2 is "PowerBoosterMK2", but the nano crafter code has key "MK2PowerBooster". I can only guess that if this simple typo were corrected, the nano crafter would work as intended. :)
jlp1528 (Minty) 28 Jun, 2017 @ 9:06am 
Oh and ofc the conveyor belt crafters will replace the 3 man plants I'm using to make belts for distribution splitters, minecart tracks, and other things. Currently I don't need more transport pipes, but you bet that if and when I do I'll be using that too. ;)

Steel cutter head crafter is great for spamming plasma before you get to trenchers lol, though I would like to see one for the organic cutter heads as well. Not sure how easy that would be though, as it is somewhat of a special case in that the recipe produces 5 non-stacking items. Again, gonna look at some code and test some stuff.

Technically, you can just hijack the code of any GAC you are not currently using to test stuff even without mods, and I very well may do this with the hiemal block assembler. If I do, I'll be sure to send Buggi my findings and hopefully working code for the nano assembler and other good candidates (organic heads, explosives, maybe even the ore extractor and possibly a few others).
jlp1528 (Minty) 28 Jun, 2017 @ 8:58am 
@-Bahamut nano crafter is weird cuz all power boosters are the same item ID. Fairly certain it could be fixed though, as the imbued machine block assembler in vanilla is a GAC and it correctly only takes the MK5s (and nothing else). Actually I think I'll take a look at that thing's XML right meow.

Otherwise epic mod, gonna abuse that MK3 battery crafter like none other. Thanks Buggi! :steamhappy:
-Bahamut- 27 Jun, 2017 @ 11:17am 
On further testing the Nano crafter will:
comsume the nanos it crafts if they go into a add/remover hopper
consume ANY power booster put in and not just Mk2
comsume other things than power boosters to make nanos (It took everything I tried: blocks
machines, multi-block parts, plants)
produce nanos with light machine housing only at a rate of 3-2 housings per nano
-Bahamut- 27 Jun, 2017 @ 10:51am 
Loving the new machines. An issue I've run into is the Nano crafter shows '2x UNKNOWN CUBETYPE' when looking at it with an empty hopper. However, when loaded with Mk2 power boosters (and light machine blocks); its crafts the nanos. It also only uses 1 Mk2 when it says 2 are required.
ph3rr3t 2.0 26 Jun, 2017 @ 10:55pm 
----- Feel free to shoot me for this one, but why not just make a script that adds a GAC for each possible item/block in the game that doesn't already have its own GAC. Would need either a special manufacturing block, or module that has only said addition GACs listed. Go big or go home I suppose.

----- Anyway, great mod as always simt. keep up the awesome work!