FortressCraft Evolved

FortressCraft Evolved

[MOD] Mk2 Auto-Excavator (Version 3)
Version 6 now released!
LOTS of new content, check out the Workshop page for details! http://steamcommunity.com/sharedfiles/filedetails/?id=726953226

Version 3 Now includes a way to change the dig radius and height while in-game on a per-machine basis. When placed, the default settings are pulled from the config XML file as normal, but by using the in-game keys shown in the popup window, you can change these settings. If you happen to exit the game while it is digging, it will save those settings per-machine and continue digging.

The keys used:
Home/End : Radius adjustment
Numpad +/- : Height adjustment, you can hold these buttons down for faster changes.

Also fixed a minor bug when using very short dig-heights.

Just redownload the file below and unzip in your mods folder. Make sure you choose the new version before you load the map.


Version 2 adds the in-game ability to toggle the dropping of blocks while it digs. Use T to toggle this behavior while looking at the block. The block will now save the state it's in as well as do a network sync. For those with servers if you want test it, I would be happy to hear of any problems or successes you have. I heard that the modding API handles the removal of blocks without corruption to your world so I added the feature.

All changes:
  • Toggle for the enable/disable of block drops.
  • Saves states to disk and network sync.
  • A config option to alter the max power the Excavator can hold. For those who want to up the power-per-block costs.
  • Bug fixed regarding the "Percentage Complete" readout. #MathDerp
  • Lots of catches for bad (or extreme) values in config file.
  • No longer takes out blocks you craft, like windows, chevrons, etc. (Machines have always been ignored)
  • Blocks labeled as "Reinforced" also ignored.

To use the new version, simply go into the world select screen under "Select Mods" and use the version arrows to change the version you want, both are still valid. Just redownload using the link below.

This machine is a higher tier version of the vanilla Auto-Excavator. While it uses the same amount of power as it's brethren, it has a toggle to clear ore which increases it's power-draw per-block by 4x. To enable Ore Removal, look at the block and hit Q.

By default, this will clear out a 19x19 area 128 high. Only digs straight up. Default power is 20 per block, removing ore bumps that to 80 per block.

The power draw, dig radius, and dig height are all configurable via the XML file in the same directory as the DLL. I have a fallback in case this file goes missing or has invalid values, if this happens the defaults I list above are used.

Subscribe to it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=726953226

Video spotlight of the mod here:
https://www.youtube.com/watch?v=IVqfikNhvzk

Unzip this file into %APPDATA%/Local/ProjectorGames/FortressCraft/Mods

This requires you research T2 base automation, costs 15 RP, and requires a Gold Ore scan (As it uses gold-based ingredients to build.)

The ingredients are as follows:
2 Advanced Machine Blocks
2 Mk2 Laser Transmitters
10 Servo Motors
5 Conductive PCB's

Feedback is appreciated!

One reason I made this mod was to help clear terrain. After you BFL your base to be flat you are often left with hills and mountains around where you may want to build. This is designed to clear those with lesser need of excessive power-relay. If you set the height to something small, like 5 or so, you can easily use it to clear areas underground.

New version is out!
Last edited by Flexible Games; Sep 17, 2016 @ 6:45am
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Showing 1-15 of 84 comments
laguy442 Apr 19, 2016 @ 3:06pm 
Really nice mod. Using it to clear some areas that were really a pain to use the BFL with. Great work.
steveman0 Apr 19, 2016 @ 6:03pm 
Why not make it configurable in game?
Flexible Games Apr 19, 2016 @ 6:06pm 
That would require UI work, of which I have 0 knowledge. And from what DJ has said about UI work, I assume it would be a LOT of work.
steveman0 Apr 19, 2016 @ 10:10pm 
Do it the way that lifts are configured. No UI work required. Just a monitor for button presses and a variable to store the settings.
Flexible Games Apr 19, 2016 @ 10:44pm 
I'm trying not to have to save anything to the terrain data that way if someone wants to remove the mod they can and it won't corrupt their world.
DjArcas  [developer] Apr 20, 2016 @ 2:41am 
Originally posted by steveman0:
Do it the way that lifts are configured. No UI work required. Just a monitor for button presses and a variable to store the settings.

Network sync... ;)
Flexible Games Apr 20, 2016 @ 3:34am 
Yeah, there is so little information on what is needed for network syncing I'm afraid to try to hack my way through it in fear of breaking it horribly.
Basket Kees Apr 20, 2016 @ 5:06am 
Very nice mod. I love the idea to use more power for ore clearing. Perhaps that could even be a new feature for the original mk1 (dj, please :p). MK2 could be the upgrade that allows for a larger area. Or have 3 versions, where mk2 has the ore clearing upgrade for late early game and mk3 the range upgrade for mid game where you need to clear a lot of space for all the big infrastructure. That would allow mk3 to be quite a bit more expensive as well and perhaps make it trade power for speed like the BFL does.
Flexible Games Apr 20, 2016 @ 6:09am 
You could always just change the config based on how far you are in the game ;)
steveman0 Apr 20, 2016 @ 7:09am 
Part of the reason for choosing the lift as my first mod is that it shows me how to handle all of these things. Network sync is covered by the lift as well so a lot of that code could be reused to sync the settings of the excavator.
Flexible Games Apr 21, 2016 @ 2:17am 
Version 2 just released, some new features and bug fixes.
Mithious Apr 21, 2016 @ 8:35am 
Originally posted by simtropbuggi:
Yeah, there is so little information on what is needed for network syncing I'm afraid to try to hack my way through it in fear of breaking it horribly.

I'm hoping to have some networking support for mods in the next version.
Reaper Apr 24, 2016 @ 10:44am 
I am trying get this working on BE - but no luck. (Its my first try with mods in this game)
Do it work on BE or only mainline?
Demerzel Apr 24, 2016 @ 11:55am 
I'm on be and it's working.
Make sure you put it in local not in localow. :)
Reaper Apr 24, 2016 @ 11:15pm 
Originally posted by Demerzel:
I'm on be and it's working.
Make sure you put it in local not in localow. :)
That was IT. THANKs
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