FortressCraft Evolved
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DjArcas  [Fejlesztő] 2018. dec. 12., 2:21
P24 - Forthcoming patch notes
Unreleased Features

    Released to FinalTest branch - 19/12/18
    • Slightly reworked Ore spawns on Sky Island to be wider and more reliable:
    • 450-530 - Nickel
    • 380-450 - Gold
    • 280-350 Titanium
    • 220-270 Crystal
    • Previously Nickel was very-likely to overwrite Gold - they now exist in separate band.
    • Added Adventurer's Garb skin for TAP owners
    • Added ADAPTable skin for ADAPTR owners
    • Fixed Main menu text issues, added ADAPTR link
    • Added catch for Recipes with CraftData with 0 entries needed
    • Fixed Patreon-URL when user attempts to build Adventures Mode block
    • You should now be able to enable multiple new mods and not worry about the security confirmation dialogue failing. (thank you MV)
    • Mods now support Tags - just add <Tags>Cats,Dogs,Mass Hysteria</Tags/ to your Mod.Config (Thanks PC)
    • Added IPV6 Support (Thanks to TechPizza and Zebra). This does not support IPV6-only setups - the server can still only transmit and receive on IPV4. NAT should take care of this. The other situation that will not work is an dual-stack IP server where the client on a LAN attempts to connect via IPV6. Utilising Name Resolution on LANs should work, as it will default to IPV4. Internet IPV6 resolution where NAT is available should work fine.
    • SpiderBot's knees should no longer go wrong
    • Minecarts are now recoloured to match Freight carts, with the colour order being Green,Blue, Purple, Orange
    • (TBC)Icons have been recoloured to match

      Released to FinalTest branch - 16/12/18
    • Mass Storage now correctly culls inside Rooms
    • Mobs should now correctly cull on raycast blocks
      Thank you Mad Vandal for the Corner conveyyor fixes.
    • Make carry objects added through AddItem on basic/regular curved belts start at 0.5 offset and facing the input direction.
    • Slows carry object turn speed on basic belts to 0.8 so animation turn speed meshes better with the forward speed and more real.
    • Added curved and sloped belts to those subject to cold/toxic penalties.

      Released to FinalTest branch - 14/12/18
    • 'Fix' for incorrect Conveyor ReadyForConvey flag for network clients
    • Fix for corner Conveyors for network clients.
    • Fixed MFP preview not correctly removing hurtboxes/lights under all circumstances.
    • Working MFPs now have text to show you that they've completed their work.
    • Fixed issue where network clients would not use up power when teleporting via Advanced Teleporters.
    • MK4 guns now use ExceptionalOrganicLens, not PerfectFacetedEye
    • Organic PSB now uses Lense, not Eye.
    • Potential fix for bad timing when teleporting into and out of and between Rooms.
    • CPH tutorial should no longer be around for Network Clients.
    • Fixed Airlock rendering, easily turning this game into GOTY.
    • Developed final Bootstrap screen :-(
    • Added Adventures Pack signs to Main menu
    • Fixed issue with ConstructoBot permissions
    • GPS no longer shows coords when CPH is offline.
    • GPS works for Patreons.
    • The Adventures Pack is no longer referred to as 'Forthcoming'
    • MFP should no longer disallow building under odd circumstances when network clients
    • Freight Filter Window should now correctly work as a network client
    • ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
    • ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
    • Freight Carts permission is now correct for all owners
    • Rail Gun permission is now correct for all owners
    • Robots permission is now correct for all owners
    Legutóbb szerkesztette: DjArcas; 2018. dec. 19., 7:58
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    115/23 megjegyzés mutatása
    On this beta of game it still sends me to dapper pack store page when I try to craft railgun or any other adv pack stuff...


    The cost of mk4 turret has
    <CraftCost> <Key>ExceptionalOrganicLens</Key> </CraftCost>
    It doesn't state amount. Bug or supposed to be?


    DjArcas eredeti hozzászólása:
    Unreleased Features
    • Added Adventures Pack signs to Main menu
    It says Frozen Factory twice lol
    https://steamcommunity.com/sharedfiles/filedetails/?id=1590963278
    Legutóbb szerkesztette: Wariat117; 2018. dec. 14., 14:21
    The Skin Pack DLC sign should probably say:
    • Skin Pack: #1 Installed
    • Skin Pack: #2 Installed
    • Skin Pack: #1 and #2 Installed
    Depending on which skin packs are owned and installed.
    Legutóbb szerkesztette: ExE Boss; 2018. dec. 19., 0:16
    If you at at or over transfer limit for a super heist (haven't tried regular), in transfer range, and the source hopper is empty, then any new material that flows into the hopper disappears.
    I have just dropped "Freezon Gas" from slime, according to items.xml
    <!-- this should never EVER be seen -->
    So I guess it's bug :D

    Another slime dropped "Glow Stick" and "Power Coil" which aren't obtainable in the vanilla game, no idea if this one should be considered bug or not.
    Power Coil doesn't serve any usage just like freezon gas
    Legutóbb szerkesztette: Wariat117; 2018. dec. 23., 3:12
    Sounds like you're playing "lucrative mobs". I'm playing a world on that at the moment and am getting those plus all sorts of stuff dropped. It seems to be choosing from pretty well the entire block pallet, include retired and obsolete stuff. Quality varies from quite valuble to difficult to junk. This mode has its advantages, but you're going to spend a fair bit of time sorting the dregs from the gold.
    nickbuss72 eredeti hozzászólása:
    Sounds like you're playing "lucrative mobs". I'm playing a world on that at the moment and am getting those plus all sorts of stuff dropped. It seems to be choosing from pretty well the entire block pallet, include retired and obsolete stuff. Quality varies from quite valuble to difficult to junk. This mode has its advantages, but you're going to spend a fair bit of time sorting the dregs from the gold.
    it drops only items, no blocks dropped by them, at least for now :D

    dropping stuff that is unobtainable in the vanilla game can be considered bug :V so better to report it.
    Also there is 1 item which breaks game (compressed magma) what happens if wasp/slime drops it? (since they drop other unobtainable I guess they can drop this one too)
    *inventory will start to freeze, toolbars won't respond to you etc etc if this item appears in the world throught mods, I guess it will be the same when dropped by wasp/slime, the item itself takes random icon and is invisible on the ground*


    btw
    found another fun with mutators
    https://steamcommunity.com/sharedfiles/filedetails/?id=1599206579
    get bomb and quick goodies :D
    Legutóbb szerkesztette: Wariat117; 2018. dec. 23., 3:54
    nickbuss72 eredeti hozzászólása:
    If you at at or over transfer limit for a super heist (haven't tried regular), in transfer range, and the source hopper is empty, then any new material that flows into the hopper disappears.
    You sure it just isn't restocking it's internal buffer? They can hold several items internally.
    Wariat117 eredeti hozzászólása:
    nickbuss72 eredeti hozzászólása:
    Sounds like you're playing "lucrative mobs". I'm playing a world on that at the moment and am getting those plus all sorts of stuff dropped. It seems to be choosing from pretty well the entire block pallet, include retired and obsolete stuff. Quality varies from quite valuble to difficult to junk. This mode has its advantages, but you're going to spend a fair bit of time sorting the dregs from the gold.
    it drops only items, no blocks dropped by them, at least for now :D

    dropping stuff that is unobtainable in the vanilla game can be considered bug :V so better to report it.
    Also there is 1 item which breaks game (compressed magma) what happens if wasp/slime drops it? (since they drop other unobtainable I guess they can drop this one too)
    *inventory will start to freeze, toolbars won't respond to you etc etc if this item appears in the world throught mods, I guess it will be the same when dropped by wasp/slime, the item itself takes random icon and is invisible on the ground*


    btw
    found another fun with mutators
    https://steamcommunity.com/sharedfiles/filedetails/?id=1599206579
    get bomb and quick goodies :D

    If you have the mutators then you've got at least TAP so should have more than just the vanilla game........

    Honestly when I played with the lucrative mobs, while fun at first since I got a jetpack in early game :), it overall looked like it was going to be very, very difficult to get the normal organic drops to be able to make things like organic lenses, AP missiles, etc....
    zzmmorgan eredeti hozzászólása:
    If you have the mutators then you've got at least TAP so should have more than just the vanilla game........
    you can download map with enabled mutators without DLC, funny enough items from all DLCs drop even if you don't own any ;D

    also:
    vanilla = base+DLCs
    non vanilla = mods, stuff hidden from players

    That makes me wonder... can they drop mod-made items? I will have to test it lol
    Thanks for all the hard work on this - still very much enjoying it!!! Two minor requests for final patch: (1) turn off or make it visible with a command - the ugly eye adaption grey bar in the upper left corner (for those that play bloom disabled this is an eye sore out of context with rest of the UI); and (2) please have the saved games correctly populate the mutator listing in the start menu where we choose existing worlds (even when mutators are cooked into the game - all mutators are shown as "off").
    Legutóbb szerkesztette: 0berstKlink; 2018. dec. 23., 7:19
    Wariat117 eredeti hozzászólása:
    zzmmorgan eredeti hozzászólása:
    If you have the mutators then you've got at least TAP so should have more than just the vanilla game........
    you can download map with enabled mutators without DLC, funny enough items from all DLCs drop even if you don't own any ;D

    also:
    vanilla = base+DLCs
    non vanilla = mods, stuff hidden from players

    That makes me wonder... can they drop mod-made items? I will have to test it lol

    I've not played with mods so will let you do that testing :)
    zzmmorgan eredeti hozzászólása:
    I've not played with mods so will let you do that testing :)
    Tested just now ;D
    Mobs don't drop mod-made items.
    Only the items that are inside default Items.xml drop.

    Somehow too lazy to test if the compressed magma can drop... but since freezon gas, glow stick and power coil dropped... compressed magma should drop too.
    It will be troublesome for person who gets it ;D
    Legutóbb szerkesztette: Wariat117; 2018. dec. 23., 8:23
    Wariat117 eredeti hozzászólása:
    zzmmorgan eredeti hozzászólása:
    I've not played with mods so will let you do that testing :)
    Tested just now ;D
    Mobs don't drop mod-made items.
    Only the items that are inside default Items.xml drop.

    Somehow too lazy to test if the compressed magma can drop... but since freezon gas, glow stick and power coil dropped... compressed magma should drop too.
    It will be troublesome for person who gets it ;D

    I've not gotten far enough in the game to get compressed magma so I don't even know yet how that reacts....... I do know that when I played with lucrative mobs it seemed to have a preference for dropping minecarts although I did have a fairly large assortment of stuff and much of it was stuff I'd not be able to research (and use) for quite a while yet..... Some of it was not readily identifiable either due to that......
    zzmmorgan eredeti hozzászólása:
    I've not gotten far enough in the game to get compressed magma so I don't even know yet how that reacts....... I do know that when I played with lucrative mobs it seemed to have a preference for dropping minecarts although I did have a fairly large assortment of stuff and much of it was stuff I'd not be able to research (and use) for quite a while yet..... Some of it was not readily identifiable either due to that......
    I will quote code there, you will get what's compressed magma
    <ItemEntry> <ItemID>3700</ItemID> <Key>CompressedMagma</Key> <Name>Compressed Magma</Name> <Plural>Compressed Magma</Plural><!-- Er, I guess --> <Type>ItemStack</Type> <!-- This is just a virtual item, and currently be used or anything --> <!-- <Object>Canister_Magma</Object> --> <!-- <Sprite>Compressed Magma</Sprite>--> <!-- Atlas optional --> <Category>CraftingIngredient</Category> <ResearchRequirements> <Research>T4_start</Research> </ResearchRequirements> </ItemEntry>

    Probably there was plan to use it somehow... But it actually doesn't exist.
    (<!-- --> means commented)


    And for example freezon gas
    <ItemEntry> <ItemID>3750</ItemID> <Key>FreonGas</Key> <Name>Freezon Gas</Name> <Plural>FreezonGas</Plural> <Type>ItemStack</Type> <Object>Canister_Freezon</Object><!-- This should never EVER be actually seen tho --> <Sprite>FreonGas</Sprite><!-- this should never EVER be seen --> <!-- Atlas optional --> <Category>CraftingIngredient</Category> <ResearchRequirements> <Research>T4_start</Research> </ResearchRequirements> </ItemEntry>
    never ever be seen and mutator grants this randomly as drop ;D
    Wariat117 eredeti hozzászólása:
    zzmmorgan eredeti hozzászólása:
    I've not gotten far enough in the game to get compressed magma so I don't even know yet how that reacts....... I do know that when I played with lucrative mobs it seemed to have a preference for dropping minecarts although I did have a fairly large assortment of stuff and much of it was stuff I'd not be able to research (and use) for quite a while yet..... Some of it was not readily identifiable either due to that......
    I will quote code there, you will get what's compressed magma
    <ItemEntry> <ItemID>3700</ItemID> <Key>CompressedMagma</Key> <Name>Compressed Magma</Name> <Plural>Compressed Magma</Plural><!-- Er, I guess --> <Type>ItemStack</Type> <!-- This is just a virtual item, and currently be used or anything --> <!-- <Object>Canister_Magma</Object> --> <!-- <Sprite>Compressed Magma</Sprite>--> <!-- Atlas optional --> <Category>CraftingIngredient</Category> <ResearchRequirements> <Research>T4_start</Research> </ResearchRequirements> </ItemEntry>

    Probably there was plan to use it somehow... But it actually doesn't exist.
    (<!-- --> means commented)


    And for example freezon gas
    <ItemEntry> <ItemID>3750</ItemID> <Key>FreonGas</Key> <Name>Freezon Gas</Name> <Plural>FreezonGas</Plural> <Type>ItemStack</Type> <Object>Canister_Freezon</Object><!-- This should never EVER be actually seen tho --> <Sprite>FreonGas</Sprite><!-- this should never EVER be seen --> <!-- Atlas optional --> <Category>CraftingIngredient</Category> <ResearchRequirements> <Research>T4_start</Research> </ResearchRequirements> </ItemEntry>
    never ever be seen and mutator grants this randomly as drop ;D


    LOL.

    Incidentally I'm familiar with comments in anything resembling C - I did some cross-platform development in ANSI C in the mid to late 80s :)

    I've not really played with C# but I tinkered a bit with C++ and was astonished at the standard level of bloat it carried with it for simple stuff - in some cases compiled executables would be over 100x what I'd get writing in ANSI C..... Yeah I could have probably trimmed out a lot of stuff that got compiled into default projects but it seemed like too much work......
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