FortressCraft Evolved

FortressCraft Evolved

Grappling Hook Rework
103 条留言
Pokeking 2024 年 12 月 25 日 上午 5:11 
Alright then. Will take a look at it with ILSpy in the morning.
Wariat117  [作者] 2024 年 12 月 25 日 上午 12:05 
if you are talking about "source code" then it never existed

I was making mods using dnSpy -> I was working directly on compiled code -> the files steam downloads when you subscribe are my source code

basically steam already downloaded the exact files I was moding on ;D
Pokeking 2024 年 12 月 24 日 下午 4:00 
Actually getting into editing existing mods for this game, as a fair number of them could use tweaks. You have a copy of the pre-build VS files for this mod and the soft resin ablator? You can drop them in the modsupport channel on the discord.
Wariat117  [作者] 2024 年 12 月 14 日 上午 12:42 
Ye, thats the point of not being a slingshot
You can switch between grappling hook and slingshot whenver you need

noone requested configurability so its not there, and im not doing mods so I'm not changing it, other people are free to
Pokeking 2024 年 12 月 13 日 下午 12:25 
There doesn't appear to an XML to adjust the base reel speed to 5x and change the L shift key to "continue moving in this direction" toggle. I mention this because without holding L control or L shift, the rework is just so much slower for movement without holding said keys.
Wariat117  [作者] 2023 年 9 月 26 日 上午 1:52 
Currently, mostly work + anime

going warframe once per day for daily

and Black Desert Online usually in background AFKing, after updates I check new content
Ronchi 2023 年 9 月 25 日 下午 4:34 
Fair enough, what is the game you play nowadays ?
Wariat117  [作者] 2023 年 9 月 24 日 上午 12:26 
No chance
Ronchi 2023 年 9 月 23 日 下午 6:31 
Hey Wariat117, any chance you would get back to look at this mod ? I'm having the same problem as Dark, I have sticky keys turned off.
Wariat117  [作者] 2022 年 5 月 9 日 下午 10:05 
i'm currently not doing mods, so it won't get fixed

but i remember code of grapple being cancerous ;D it was shooting me out of orbit few times, but since it's shift I wouldn't be surprised if either windows or game considered it sticky key or something
Dark 2022 年 5 月 9 日 下午 4:49 
Been using this mod for while and noticed that sometimes I randomly start to float like in zero g when breaking the grapple via spacebar/jump.

Easy to test: stand completely still, grapple a wall and immediately press jump, after several tries you will start floating upwards without pressing anything.

Seems to be related to "L. Shift + F" function - nothing happens if I move forward/backwards while doing grapple + jump, looks like mod randomly thinks that Shift key is pressed while it is not.
Happens with no other mods enabled.
Grobi 2021 年 8 月 28 日 上午 11:22 
Great Mod, Thank you. I started playing yesterday and was highly frustraded from dying over and over with the grappling hook.
Wariat117  [作者] 2020 年 3 月 17 日 上午 8:29 
I have added function to save whether you use reworked or vanilla mode of grappling hook.
Game will now remember it.
Wariat117  [作者] 2019 年 5 月 2 日 上午 6:45 
Wariat117  [作者] 2019 年 5 月 2 日 上午 5:48 
well, it works kinda...
the checking for conveyor is soo long that mynock manages to steal 2 items on hard mobs
I guess I will put small them to sleep for a time of testing and then wake them up once finished (or kill them if in room)

and it works only on freshly spawned mynock, if mynock spawned and you enclosed it with room then it won't die
Wariat117  [作者] 2019 年 5 月 2 日 上午 5:14 
yeah, he even removed minecraft's grass, sand and dirt or minecraft's trees

what's the best? snow still uses minecraft's dirt textures as the bottom...
because textures were removed... the bottom of snow is invisible

also current sand is just darker version of minecraft's one


minecraft tree trunks are still intact too
Stinosko 2019 年 5 月 2 日 上午 5:04 
It's funny as DJ always say it's not minecraft in any sense XD
Stinosko 2019 年 5 月 2 日 上午 5:00 
At skyblock mynock spawn very quicly, i think within a minute on my small base...
Wariat117  [作者] 2019 年 5 月 2 日 上午 4:58 
what the actual fuck...
if you kill hivemind which is being fed by mynock in one specific moment then debug log will say "HiveMind destroyed! STAR WARS DEUS EX MACHINA IN EFFECT!"
it totally reminds me that creative mode is sometimes called minecraft mode in the code...

And the code for room doesn't work for mobs ;d only blocks
I have just messed around with the code to check conveyor, it should work, but I need to wait for mynocks to test it ;d Mynocks spawned by my mob controller are affected by other code, and after messing a moment I have decided to let them be (someone intentionally would spawn them in the room, right?)

also... if health of mynock drops under -100 then you can;t get achievement for killing it o-o
Stinosko 2019 年 5 月 2 日 上午 4:03 
Yeay sounds good :-D
Wariat117  [作者] 2019 年 5 月 2 日 上午 3:55 
You can't build with hardened resin, when you try then there is weird message in the left bottom corner (similar to the one with ore)
According to code, dev planned to block construction paste the same way, but something happened, he stopped and left the code in the files.

lol... yeah there is code...
"If this block is in room with ID -1, say that you aren't in room"
I will try if it works for mynocks, they are mobs not blocks.
If that fails then I could mess around and find the conveyor under mynock and check if the conveyor is in room
Stinosko 2019 年 5 月 2 日 上午 3:34 
Can you build with hardened resin? Or do you mean you cant build with construction paste?...

Also there are machines that checks for room like the ampule maker? Maybe they give a idea what check he uses?
Wariat117  [作者] 2019 年 5 月 2 日 上午 3:28 
btw... there is something interesting in the code...
do you know the message that appears in left bottom corner when you build with hard blocks like hardened resin?
on sky islands... this message is supposed to appear when you build with construction paste, but there is bug and it doesn't (not even sure if it can be considered bug or poor coding decision tho)
Wariat117  [作者] 2019 年 5 月 2 日 上午 3:22 
I haven't seen code which checks room stuff, if I find such code then I could try to make this
Stinosko 2019 年 5 月 2 日 上午 3:06 
Or i'm thinking at a hole other solution, what if mynock spawn inside a room get -1 health => no mynock in rooms would be intresting concept? :-D
Stinosko 2019 年 5 月 2 日 上午 3:02 
My preference go indeed to start the spawn above 50+ m, even as most tin and copper miner extractors are above 50 but at least you can automate at ground level without worring the turrets will run out of power... :-)
Wariat117  [作者] 2019 年 5 月 2 日 上午 2:56 
"Maybe it's easier to make a mod that remove mynock completely?"
There was one mod like this, was it removed?
Theoretically it should be easy, I would just force them to spawn with -1hp and game will kill them instantly.

"Or make all belt immune to mynock if possible?"
Well that's less efficient way of removing mynocks ;D (they will still hit performance trying to spawn anywhere, and since there is nothing they will hit endless loop)

"Or making tiers in tube belt with different speed?"
Transport tube's speed is 150/min (rapid, fast conveyors), it's just hopper who has limit 50/min per face, you need to take items throught 3 faces and then connect them into single tube to get full speed



So you prefer the mod to remove mynocks or mod mentioned previously
"Making it so mynocks spawn 50+ or 100+ would be more reasonable (and doesn't sounds like hard thing, just dev was lazy and did "over 10k is safe height")"
Stinosko 2019 年 5 月 2 日 上午 2:47 
Else make convayor tubes out of tin and copper but more expensive than regular belt...
Maybe 2 normal belt => 1 coneyor tube?

Or make all belt immune to mynock if possible? Or making tiers in tube belt with different speed?
Stinosko 2019 年 5 月 2 日 上午 2:44 
Maybe it's easier to make a mod that remove mynock completely?
Stinosko 2019 年 5 月 2 日 上午 2:43 
Hmmmm rushing to construction paste is not hard and than build a pillar of 10.000 meters, the issue i see is gigantic save file with 100+ generated chucks of the game. Also the game might not load in those chucks as being too far of cph... So i think there are a lot of challenges to overcome to build their ...

You could build the base there if possible in the mod but than you change the purpose of skyblock (to build up instead of down). Also tin and copper will be way down and those miners could not be loaded in now...
Wariat117  [作者] 2019 年 5 月 2 日 上午 2:29 
"It's weird choise that only one mod can choose a location to inject code..."
this is something unique to mad vandal ;D
he locked all mods which had lower priority than his (higher priority mods still worked)

In case of this compatibility means other thing, if other mod will try to change something in the locations I change (it's not some random toggle code which I can inject anywhere as long as it's always avaible in the world and alway 1, I will have to do edit specific locations, location responsible for islands, ores, etc, while editting it I will have to override code for normal game too because they are in the same location) my code and other mod's code will activate at once, both mods will change something, well, it might happen that one mod will do nothing, maybe both disable themself or they will create something random
Wariat117  [作者] 2019 年 5 月 2 日 上午 2:29 
For example it won't be fully compatible with sky islands rework mod, because this one works on different heights (you will see sugalite everywhere and no camobots)



Also when I think about it now -> if I have raised base to 10000, should progression go up or down? or both? I would have to edit all ore generators so they work on the new heights
+ I have seen that the higher you go the more hiveminds spawn, I will have to find which part of the code is responsible for that bug and fix it
Stinosko 2019 年 5 月 2 日 上午 2:12 
Why would make in compatible with other mods? For the location where the code need to be placed? It's weird choise that only one mod can choose a location to inject code...
Wariat117  [作者] 2019 年 5 月 2 日 上午 1:32 
Theoretically (didn't test), mod could raise the height of spawn and increase the max height of islands, but it would be hardly compatible with other mods.

Making it so mynocks spawn 50+ or 100+ would be more reasonable (and doesn't sounds like hard thing, just dev was lazy and did "over 10k is safe height")
Stinosko 2019 年 5 月 2 日 上午 1:20 
Can you higher the height were it does start to spawn? It's really bad for early gane progress that you can't use belts at all or it's getting eaten? 🙏
Wariat117  [作者] 2019 年 5 月 2 日 上午 12:33 
I have been messing with game's code and found something interesting...
Mynocks don't spawn in sky islands at height 10000 and higher.
Last island spawns at 1500 tho
Wariat117  [作者] 2019 年 5 月 1 日 上午 3:08 
In 5-10min steam should update mods.
I have moved it into location which noone should ever try to intercept so other mods shouldn't interfere. (for sure developer cheats doesn't interfere, tested)
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:46 
hmmm...
it seems that he intercepts the location I have used... (aka achievements)
achievements with mods works because he is first and kicks in before developer cheats lol
then developer cheats steals this location and no other mod can use it

well, I will just have to find new location then ;D
something that is always on the world, always only 1 and mad vandal doesn't intercept it
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:31 
It's not like contact is something hard ;d
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1328067030
I have just posted comment on his mod page, as soon as he gets onto steam he will get notification ;D

In his code I see that he messes with keyboard layout o-O
I just wish that he doesn't change it so for example l.shift isn't l.shift or something like that.

For now I can only test if he disables the location I'm using, if he blocks whole toggle then there is nothing I can do, if he blocks only the location then I can look for new one
VariableVixen 2019 年 5 月 1 日 上午 2:24 
I really appreciate all the work you're putting in here, even going so far as to contact the author of the apparently conflicting mod to try and resolve that. You're amazing!
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:22 
We will see what mad vandal says ;D
I don't know if he blocks the toggle or totally disables the location where I have added the toggle and I will just need to move into other location
VariableVixen 2019 年 5 月 1 日 上午 2:19 
Damn, I really like the developer cheats one... I'll look at the others, see if one of them can replace it until/unless the interference can be sorted out. I'd love to keep both, if it can be done.
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:16 
There are other mods which allow you to obtain items easily
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1130096762
^ All existing recipes are free + some new ones (like manufacturing plant anywhere)

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=926629307
^ Any ingredients can be crafted for free with this one in self-craft (because of this there might be repeating recipes in the list because cheatmanuf adds some ingredients recipes)
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:13 
I have just started developer cheats and grapple doesn't work
I might ask mad vandal why it's not working ;D His mod is huge, finding anything in it in reasonable time would be possible only for creator

also if you have mods and you get any achievement notification without "achievements with mods" then it's bug, game won't save any progress, as soon as game detects mods it disables steam-achievements connection so the progress has no place to save itself.
VariableVixen 2019 年 5 月 1 日 上午 2:05 
Oh, the developer cheats mod, yeah. I use that to spawn/delete items cause I keep resetting my world to try new things (I'm bad at long term planning >_>) and I don't want to waste another four hours getting research and basic setup to get back to the level of where I was.
Wariat117  [作者] 2019 年 5 月 1 日 上午 2:01 
This mod already removes cooldown "- No Cooldown." ;D
Maybe I should mention that it's about caves.

I have tested both mods and it works for me with those 2 mods ;d
(I have suspected achievements with mods because I have relocated toggle into achievements, they are always avaible)

Your log keeps screaming something about developer cheats, I will check this one too
VariableVixen 2019 年 5 月 1 日 上午 1:56 
Also (can't edit comments, GG steam...) wasn't there a mod that only worked when it WASN'T a workshop mod? I think I remember one that got buggy as soon as it was put on the workshop, but the author had no problems as long as it wasn't released... weirdly, I think the author said that releasing it to steam broke it for them too without them changing anything else, so it definitely wasn't a case of "works on my machine" either.
VariableVixen 2019 年 5 月 1 日 上午 1:54 
The cavernproof grapple only removes the five second cooldown in the deeper areas, if that's something this mod does (or can do? I dunno how hard it is to implement :v) then I can pull that one. Achievements with mods is... I don't even know if I need it? I've been getting achievement notifications and stuff while playing modded without having that one enabled before... I can drop it if it's the issue, no problem; I do really like the no cooldown in cold caverns effect of the other one though... but if it comes down to it, I'd prefer this mod.
Wariat117  [作者] 2019 年 5 月 1 日 上午 1:48 
I'm almost always on singleplayer, multi in this game is dead anyway ;D

I can suspect 2 mods:
1. cavernprof grapple
2. achievements with mods

I will try them, I have been testing non-workshop version of mod... I have forgot that workshop mods work differently, I will see which one causes problem, if none of them then no idea o-o
VariableVixen 2019 年 5 月 1 日 上午 1:41 
Oh - I don't know if this matters, but I'm in singleplayer, not even touching the multiplayer section of the title menu.