FortressCraft Evolved

FortressCraft Evolved

Large Mass Storage
54 条留言
Wariat117  [作者] 4 月 27 日 下午 11:39 
as soon I found out its possible to use instant ports without DLC I just kept using them
as a result all that speed stuff didnt affect me so I didn't mod it
Pokeking 4 月 27 日 下午 10:35 
Something else I have noticed is the drones taking 20 seconds per cycle. Am using mk2 storage with a stack height of 6. Someone else on the discord has said that taller stacks can cause the drones connected to such to float []super[/i] high, extending the cycle time by a lot.
Wariat117  [作者] 4 月 22 日 下午 11:47 
according to my steam guide one needs 150k stuff in mass storage for achievement... I dont remember sauce for this information tho, probably dig it out from game's code
Pokeking 4 月 22 日 下午 11:23 
Weird. Just now got the achievement. Had 35k construction paste in mk4's
Pokeking 4 月 20 日 上午 5:50 
I have 20k enriched coal in 1 section of mass storage, which had been filled to 43k before. The "you are not a dragon" achievement requires 3k or 3.5k in mass storage as far as I know.
Wariat117  [作者] 4 月 20 日 上午 1:21 
how many items do you have in mass storage? the only thing that could mess with achievement is "Just think about it... 2400 Plasma Cutter Heads in single block :V" -> game might still count it as whatever was max before
Pokeking 4 月 19 日 下午 4:15 
Damn. Looks like achievement for using storage won't trigger when using this, even if using the basic storage block. Yes, I have the Achievements With Mods installed.
mxforlife 3 月 8 日 下午 3:37 
No worries. I've fixed it on my end. It just makes it take a bit longer for the drones to insert stuff. Maybe I make a small patch with just this fix and release it.
Wariat117  [作者] 3 月 8 日 上午 12:25 
I just went to forum and can't find the bug reports o-O either it was removed or has different name and I mixed it up with different game

about code -> I dont make mods anymore, so I dont need it, honestly I can't recall the issue at all :D
mxforlife 3 月 7 日 上午 2:53 
I can give you the code to patch it if you want to include it in your mod. I've added it to a personal mod I have made but it's not a mod I'm going to publish since it's to specific. (Lots if different small tweaks.) To much responsibility to publish it to the masses :P
mxforlife 3 月 7 日 上午 2:17 
Sorry, I don't know what bug report forum you are referring to.

You wrote 5 years ago that you had tried to fix it but failed. So I just wanted to inform you about the cause. It is only a problem when you introduce larger mass storage crates.

So in vanilla game it is not really a bug, just a lazy solution. I'm pretty sure DJArcas knows about it if he is adding larger crates in Phoenix.

I think lots of Steveman's bug fixes are already included in the last "Secret Fixes" release also. But as I said, this isn't really a bug in vanilla game.
Wariat117  [作者] 3 月 7 日 上午 12:46 
You might want to put it into bug reports forum
I reported there that the drones don't drop off all the load because loop "skips every second index", it was something like this ~:
while(i<List.size()) { List.delete(element); i++ }
the delete() decrements size() by 1 and then i++ increments counter... basically the same as doing i+=2, every second index skipped

steveman made adjustments to his mods and reported it to djarcas and apparently it will be fixed in next game
mxforlife 3 月 6 日 下午 2:16 
It does look like Stevemans Mass Storage Stockpiler suffers somewhat also from having hard coded crate capacity of 25. But there it just effects the flight time and not visuals. He doesn't set the target height for the drone, just checks if it reached low enough, and since he then checks for height < usedCapacity/25 which is much higher then needed you won't even notice it there.
mxforlife 3 月 6 日 下午 2:15 
I finally figured out why the Drones go sky rocket after dropping of the cargo. It's the Mass Storage Ports (Input/Stock/Output) sets the drones target height to crates used capacity / 25. So when dropping of cargo on crates with lots of items in they will go really high. Since DJArcas never made different sizes of mass cargo crates he didn't bother to read the Storage size of the crates and instead hard coded the value to 25 in the code.
So by changing that hard 25 in the code so it instead reads the member field STORAGE_CRATE_SIZE of the crate it dropped the cargo of to it will work even for crates that store more then 25 per block.
These changes needs to be made to all 3 mass storage port machines code. (MassStorageInputPort, MassStorageOutputPort and StockPort) and the check is in UnityUpdate() since it has to do with the visual movement of the entity.
Wariat117  [作者] 2020 年 12 月 8 日 上午 1:11 
If the mod does the job for you then I can try to make one for output ports too
Dentatus 2020 年 12 月 8 日 上午 1:06 
I'll poke at it some more and see what I can work out. Thanks for the response, and of course for the mod itself.
Wariat117  [作者] 2020 年 12 月 8 日 上午 12:41 
I have tried to change it once but either
drones ignored me and nothing changed,
or drones flew into the cosmos and never land,
or drones totally lost their graphics and were invisible and the speed didn't change

so I dropped this idea ;d
In vanilla only frozen factory port and freightcarts seem to be reliable for very high mass storage


there is mod with similar effect
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2031809905
noone wanted mod for output ports so it's only stocking
Dentatus 2020 年 12 月 7 日 下午 10:55 
I'm having a throughput issue with mass storage. The more is stored in a block, the higher a depositing or retrieving bot flies. This is fine, save that for these improved blocks the bots drop off their load then rocket into the sky, slowly drifting back down again, taking a bunch of time to do so. The height of this jump seems to be directly related to the number of items in the mass storage block they interact with. Is there any way this could be reworked for the modded mass storage so the jump height is more sane?
Wariat117  [作者] 2020 年 7 月 6 日 上午 9:26 
Transport pipes are the fastest conveyors
I don't know if input/output ports work with better stuff like matter movers/freightcarts

No idea how the stocking/input/output ports work because I'm always using the FF port for MSS because they are instant
But iirc input/output ports are in the list of Mothballed stuff(aka outdated stuff, kept only for compatibility issues, otherwise it would be removed), because stocking ports do everything those 2 can and even more, so it basically replaced them

Why use input/output over the stocking port?
DracoMRubyKitty 2020 年 6 月 30 日 上午 9:07 
no that stocking yes but for the input and outputs for the bulk versions im even trying to find a convayor that faster then the one in game which i searched and found none
Wariat117  [作者] 2020 年 6 月 27 日 上午 1:39 
DracoMRubyKitty 2020 年 6 月 26 日 下午 6:51 
just need to add better inputs and outputs for the mass storage becauce 25 items at a time is slow.
Wariat117  [作者] 2020 年 5 月 13 日 下午 10:40 
probably freights don't check the actual mass storage and just remember *it should have 25, the facts don't matter*

but the code of freights is soo spread it's hard to find anything so I would like to not mess with them
charles 2020 年 5 月 13 日 下午 1:55 
I am on a server and trying to use the Mk 4 mass storage and it isnt working correctly when used with Freight Cart stations. The stations see the mass storage still as only having 25 storage per box and so they think the storage is full even when it isn't. Since it works fine on a server using Stocking Ports, I imagine this is an issue with the Freight Cart station and not your mod, but I thought I would mention it anyway. Great mod in general though!
Max 2020 年 4 月 22 日 上午 10:05 
Sounds good, will work out fine, thanks!
Wariat117  [作者] 2020 年 4 月 22 日 上午 9:46 
Q only for host (on dedicated there is no host so it will be the same as off altogether tho)
Max 2020 年 4 月 22 日 上午 9:13 
So revert back to how it was yesterday then, Q only on host or off altogether?
Wariat117  [作者] 2020 年 4 月 22 日 上午 8:20 
Oki, so I will disable it from multiplayer
Max 2020 年 4 月 22 日 上午 7:30 
It does state now again to press "q" to extract however neither my friend nor I could, we tried near each other and with one person 100+ blocks away, when you press "q" nothing happens.
Wariat117  [作者] 2020 年 4 月 22 日 上午 7:04 
If the test fails totally then I plan to lock it again and leave it be
If test goes good or there will be only minor bugs then I will plan to allow usage of this on multi
Max 2020 年 4 月 22 日 上午 6:59 
I could try it, sure, I put your mod back on last night to see if Q was locked out for everyone and it is.
I actually prefer it like that, one has to use the system as intended then, one can't easily cheat out the items, so to speak, but it's a matter of opinion of course.

I can test it though, just have to get my buddy online :)

I'm on the FCE discord by the way, username "Max", have tested and reported a number of mod bugs already, lol. Some huge exploits in this game I came across accidentally.
Wariat117  [作者] 2020 年 4 月 22 日 上午 6:53 
I have found some partially implemented and unused code

Apparently dev planned to add this "Q" feature, but abandomed idea
Thanks to that there is partial multiplayer support

I have just tried to make use of it
Since it's only partial I couldn't fit full feature
I don't have server so would it be possible for you to test if it works?
It would be nice if during test there would be at least 2 players on server (situation where second player is close to mass storage and situation where second player is somewhere far like 100 blocks away from mass storage)
Wariat117  [作者] 2020 年 4 月 21 日 下午 1:30 
in this morning I have made it so only host should be able to use "Q" feature

on singleplayer you are host (yeah, on SP game sees it as server with 1 player), when you host throught in-game system you just allow others to join you
on dedicated, the server is considered host, so basically noone is host

this way people can't use it to dupe
Max 2020 年 4 月 21 日 上午 6:08 
I tried it in single player last night, it works fine there.
I will simply remove it from our server for now. I appreciate the effort and all your other mods as well, thanks!
Wariat117  [作者] 2020 年 4 月 20 日 下午 11:08 
I guess I would have to add multiplayer support separately from SP
I know how to do this for totally modded machine, but I think I can't do that for machines which are partially vanilla partially modded (harmony doesn't have such option)

I will disable this feature for the MP clients and leave it only for host
Max 2020 年 4 月 20 日 下午 3:23 
On our dedicated server.
Wariat117  [作者] 2020 年 4 月 20 日 下午 3:23 
Also does it happen only for normal "Q"?
Or others like CTRL+Q, shift+Q, ctrl+shift+Q have the same issue?
Wariat117  [作者] 2020 年 4 月 20 日 下午 3:18 
Is this issue on single or on server?
Max 2020 年 4 月 20 日 下午 1:56 
Oops, not sure if this issue happened before or not but now when you press Q on a mass storage you get the items and they are immediately replaced, so it's free items in however many they were stored, eg. I have 924 lithium bars in a stack on an mk4 block, I hit Q, extract the 924 then one second later they are replaced, so it's an endless supply...
This happens also now on the vanilla converted MK1 mass storage piles.
Max 2020 年 4 月 20 日 下午 1:40 
Ok, it's working as intended now, destroy one pickup one, thanks!
Wariat117  [作者] 2020 年 4 月 20 日 上午 10:52 
I have modified some stuff
No idea how it turns out tho

Give steam 5-10min to update the mod
Don't forget to update server mods too If you don't have automatic update for server mods
Max 2020 年 4 月 20 日 上午 10:48 
I am currently playing on a heavily modded server with a friend, when I notice an issue I am reporting it.

So far these are the only items that are duplicating on destruction. I have found other item duping methods but when accessing hopper and such, not like this one, so far it's the only one and we are using many. I throw the extra out, I don't like cheating.

Here is our mod list: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1668698670
Max 2020 年 4 月 20 日 上午 10:41 
Yes, it affects MK2/3/4 mass storage blocks, you make one, place it, then destroy it and immediately you can see that three little cubes are on the ground, you pick them up and wham, three, so you received two extra for free!
Wariat117  [作者] 2020 年 4 月 20 日 上午 10:33 
erm...
MK2, MK3, MK4 don't have handbook, apparently game hijacks description of MK1 and inputs them to modded ones

This mod doesn't affect anything server-related nor drop/pick up code so no idea what's the issue, and totally no idea where to look for it
(Do I understand right? Destroying one MK2/MK3/MK4 crate gives 3 MK2/MK3/MK4 crates when one pick them up)
Max 2020 年 4 月 20 日 上午 10:13 
A few issues after using a little while.

While not so important the handbook info shows MK4 as storing 25 items / block http://prntscr.com/s2te2w .

When you pick one up you get three so you can "item dupe" just by replacing and picking them up again, this behavior is on a dedicated server.
Max 2020 年 4 月 16 日 下午 8:52 
Many thanks!
martinvchess 2019 年 8 月 11 日 上午 2:39 
As always this mod is excellent!:steamhappy:
Wariat117  [作者] 2019 年 3 月 30 日 下午 3:53 
I have fixed the bug that equired at least 1 empty MSB to store not-stacking items.
MSB are now multiblocks, you can't break them by accident!
I have updated the "Q" feature and added it to display when you look at machine.
I have changed the "storing" information for not-stacking items, now it says name of item, if there are mixed multiple types of items then it just says that there are multiple.
Wariat117  [作者] 2019 年 3 月 29 日 下午 4:36 
Fixed graphic bug mentioned previously
Fixed potential crash
Added different holobase displays for each tier
Changed the display of stack height, right now it is: CurrentHeight/RequestedHeight (Max)
Wariat117  [作者] 2019 年 3 月 29 日 上午 10:46 
I have managed to increase stack heigh limit. Previously my code failed because I have missed one location... (this information is stored in 3 locations)

And finally not stacking items are able to go higher than 1 stack! In this one I have missed 2 locations... Code for this is stored in 8 locations ;-;
Code for just this feature takes 3/4 of mod :D

Currently there is small graphic bug -> if you input more than 1 stack of items and then decrease max stack (so it's less than the current stack), the gami will visually decrease stack and say that it contains less items. As long as you don't output everything from the lesser stacks, there should be no problem.
Currently working on fix for that.