FortressCraft Evolved

FortressCraft Evolved

Distance Measuring Tool
27 条留言
Pokeking 2024 年 12 月 17 日 下午 4:10 
Works great! Only issue is that it doesn't pass through any kind of non-physical decorations (ie grass).
ack_ptbhbhbhb 2020 年 7 月 10 日 上午 11:47 
Connected to. So yes that wouldn't pass through obstacles. It does NOT however, require detecting the collision point. If you put a PSB down (so the LPT is connected to it, and would transfer power if it had any) then simply looking at the LPT will tell you the distance.

I hadn't thought of the "goes through obstacles" thing, and that's a fair point, and another definite advantage of this mod over vanilla. The other being that you don't to do "trial and error" with guessing the distance till you get it right (i.e. when you place the PSB, look at the LPT and it says "connected to PSB at a distance of 50" when you need 52.)
Mad Vandal  [作者] 2020 年 7 月 8 日 下午 6:36 
The LPT collision point can be difficult to discern in some cases and doesn't pass through obstacles.
ack_ptbhbhbhb 2020 年 7 月 7 日 下午 7:54 
Ah, no. I'm saying that's how it works in vanilla *now.* No changes needed. LPT's already display the distance to the thing they're connected too. This works even if the LPT has no power.

I'm saying that this mod is somewhat redundant if you already know about that vanilla feature.
Mad Vandal  [作者] 2020 年 7 月 7 日 上午 7:24 
No. DJ is not accepting any more vanilla changes.
ack_ptbhbhbhb 2020 年 7 月 4 日 上午 6:40 
There's a way to do the same thing in vanilla?

The LPT's display the distance at which they're connected when you look at them, so just put a PSB in front of them, and move it until the displayed range is correct.

Advantages:
No mod needed.
You're already carrying both a LPT and PSB, so less inventory space used.

Disadvantages:
More fiddling (you have to manually move the PSB until range is corrent)
Limited to max distance of 64 blocks.
A little practice needed to get used to it. (The distance displayed is one less than the total distance taken by both machines and the space between them)
wapachoo 2018 年 11 月 15 日 下午 10:05 
Ah, didn't know that. Thanks for the response!
Mad Vandal  [作者] 2018 年 11 月 15 日 下午 9:03 
It will be unloaded from Unity and vanish past 128m. GPS Tool is better for measuring such long distances.
wapachoo 2018 年 11 月 15 日 下午 7:35 
Unfortunate that this maxes out at 128m.
Mad Vandal  [作者] 2017 年 7 月 28 日 下午 7:02 
[R3MUS] XxBlackfootxX - You need to use the keypad +/- keys not the ones between zero and backspace.
XxBlackfootxX 2017 年 7 月 28 日 下午 5:45 
@Mad Vandal, Hey just wondering something about your mods. When I press the + key to extend the range a vanilla gui pops up saying something about block customization. http://prntscr.com/g1nk9u Any idea what this is and how to make it so your mods use the + key instead?
Yodarkore 2017 年 2 月 13 日 上午 10:12 
Awesome tool thank you! It helps a lot too when exploring and connecting caves! :)
brehmluke 2017 年 1 月 8 日 下午 9:17 
@Mad Vandal I was using Windows for the dedicated server and even though i had Modsettings.xml setup they never actually got enabled, I moved to a Linux server and all is good now :) Sorry for the trouble
Mad Vandal  [作者] 2017 年 1 月 7 日 上午 4:34 
brehmluke - For server use all mods w/entities have to be present and loaded on both the server and client instance. You need to copy the mod files to the server and make sure it is flagged to be loaded in the mod settings for the server world. The information on where to put mod files for a server (linux or windows) is in "FortressCraft Evolved Modding API.pdf".
brehmluke 2017 年 1 月 7 日 上午 2:05 
When hitting the + or - sign on a dedicated multiplayer server it kicks whoever does it, the server itself gives the error SCREWUP! Client sent NIC for unknown interface: DistanceMeasuringToolNetRelay
HoldMyBeer 2016 年 11 月 17 日 上午 5:47 
Is it possible to add a function to make that block on the end solid?
Mad Vandal  [作者] 2016 年 8 月 23 日 下午 5:01 
CDR ph3rr3t - Found out the cause of my shift key problem. I can update this to catch shift key.
ph3rr3t 2.0 2016 年 8 月 22 日 上午 5:25 
Ah, my bad, carry on then.
Mad Vandal  [作者] 2016 年 8 月 22 日 上午 4:27 
CDR ph3rr3t - I made Square Workfloor and it doesn't use shift. The other mods that use the shift key haven't worked on Bleeding Edge. BE is using the shift keys to show debug info and when pressed stop the UI update modders use to catch the keys.
Lhetre 2016 年 8 月 22 日 上午 3:40 
Nice little tool, thank you.
ph3rr3t 2.0 2016 年 8 月 21 日 下午 3:07 
Check the mods Advanced Auto Extractor & Square Workfloor Excavator, they use shift as a modifier key without conflicting with the vanilla controls.
Mad Vandal  [作者] 2016 年 8 月 21 日 上午 5:22 
CDR ph3rr3t - Ah, you want to measure some of the longer transmitting machines. That's a good a change I can add in. Has to be Control key though as shift is being used by the game.
ph3rr3t 2.0 2016 年 8 月 20 日 下午 10:48 
Do you think you could change the max distance to 128 & add the ability to use shift to change distance 10 blocks at a time? Awesome mode already!
Mad Vandal  [作者] 2016 年 8 月 9 日 上午 5:01 
alien2007 - Good question. First, for the larger multi-block machine such as a OET, T5 battery, and MagmaBore it can be a challenge to space out and verify the lengths having to manually count squares. This tool avoids that hassle. Especially with the Magmabore which has a 33mx33m base and needs 80m clearance. Second, it helps with space planning on repeating machine layouts. For example if I use 5m wide for each refinery then how much factor floor space will I need to allocate in order to build 8 of them. Manually counting out 40m of squares to find out is no fun.
alien2007 2016 年 8 月 8 日 下午 9:32 
what need to build this ?
Mad Vandal  [作者] 2016 年 8 月 4 日 下午 2:23 
No, I didn't add code for holobase on this as it's pretty much a tool rather than a fixed machine, primaily to help with not messing up block counts on multiblock macines.
DjArcas  [开发者] 2016 年 7 月 31 日 上午 9:23 
Does this also project onto the Holobase?