FortressCraft Evolved

FortressCraft Evolved

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DjArcas  [developer] Sep 16, 2015 @ 8:20am
Forthcoming Patch/Beta notes (Updated 7th Nov)
Known issues in Current patcfh (1.21g)
  • Located an issue with storage hopper vacuum performance on very big worlds
  • Game crashes on exit for multiplayer games. Issue has been located, but not fixed. (It's down to the multiplayer avatar system, not code I wrote!]

Current Patch (1.22 - First Release - Bleeding Edge branch only)
(7th Nov)
  • Orbital Power Transmitters no longer unlock Rush mode when in Creative
  • Orbital Power Transmitters have a permanent on-screen readout to show you their status.
  • Central Power Hub now informs you of it's status via on-screen readout.
  • Basic Missile and Tin Wire now have icons
  • MK3 turrets are doubled in damage (and hence power-to-damage ratio!), up to 720 DPS, now providing an almost 3x DPS boost over MK2, let alone the craaaaazy range.
  • Flat reduction of threat by about 15%-25% across the board. Cap is still 20,000%, but you'll need a somewhat busier base to hit this. You'll also progress further before your first attack.
  • This is the potential build to push live on Day 1.

Current Patch (1.21 - First Release - Beta Branch only)
(3rd Nov)
  • Fixed crash when creating Creative worlds
  • Loads more icons and handbook entries

(1.21k)
(1st Nov)
  • Added Pumpkins to the Dapper DLC Pack - Icon missing (I wish all changes were so easy)
  • Removed debug display (oops)
  • Fixed Day/night cycle

1.21j (28th Oct)
  • Auto Excavators should now cut exact lift-sized shafts
  • Auto Excavators now have a hardness limit of 250
  • Fluids Sand and Magma now both count as garbage
  • Fixed to shadow distance to improve quality and performance (Note : This almost never happens)
  • Missiles' damage increased to 50,000 per missile, giving a crazy-♥♥♥ burst damage, and a sustained DPS of 3333.
  • Intro Tweaks
  • More Icons! (ALL Icons?)
  • Segments outside of your view distance now support holding long-range graphics (used to lift update below)
  • Conveyors will now show a warning in their info text if they are infested by a mynock, handbook topic added.
  • Mynocks should now be correctly orientated to the conveyor they are infesting.
  • Adjusted the layout of the starting coal mine. Coal is now located on the other side and the hopper now faces the CPH giving better visibility.
  • Research & Manufacturing
    • Added new Aesthetics research project which contains all the coloured crates and canvas
    • Basic PCBs, Copper Housing and Basic Experimentation Pod now unlocked by Advanced Research
    • Removed CPH from manufacturing recipes and granted research at the start
    • ARTHER Upgrade packs now require T1 Power project (the battery already did)
    • Servo Motor & Lightweight machine housing now unlocked by Base Building Automation
    • Various research project descriptions updated
  • Lifts:
    • Lifts can now extend up to 256m
    • Lifts are limited to 64m without a powered compressor (32m in 'Fastest' detail setting).
    • Lifts are limited to 64m for multiplayer clients (increasing this requires a lot of work)
    • Lifts should no longer leave behind invisible colliders from time to time.
    • Maximum lift extension is now controlled by Q (contract) and E (expand), press one to adjust by 1, hold to adjust faster.
    • Changes to maximum lift extension made by clients should now be transferred to server and vice versa.
  • Handbook
    • Added ability for guides which are only shown under specific circumstances
    • Added the ability for individual paragraphs in a guide to only be shown if certain research is met.
    • Added handbook entry for mynocks, only shown when hovering over infested conveyor
    • Only material categories containing unlocked materials are now shown
    • Updated and added a variety of handbook entries
    • Many items (especially crafting materials) now hidden from handbook until they have been unlocked
    • Advanced research and experiementation pod guides now only shown after researching Advanced Research
  • Sand blocks now have particles. Yay.

Warning! This Bleeding Edge patch is huge - it's had testing, but be aware there may be weirdnesses!

Current Patch (Bleeding Edge)(1.21i)
  • Smelters should work correctly again

1.21h - 19th Oct
  • Lifts++
  • Correct icons now shown for Steel Cutter Head and Coal Ore Ping.
  • Moved MK3 and Missile turrets to a new Advanced Defence reserach project (depends on Base Defence, gold and titanium scans)
  • Upgraded Power Grid research now requires a lithium scan before it is shown
  • Advanced Power Grid (T3) batteries now requires scanning all T2 ores before it is shown
  • Fixed issue with display of ore extractor power usage
  • Ore Smelter will no long pull in ore from a hopper when it doesn't have a crafting recipe
  • Any invalid ore already in a smelter should produce copper bars
  • Ore ping no longer stops immeidately when it encounters the edge of the the loaded world allowing it to return more results, big improvement for lowest detail setting.
  • CPH power scaling in Plentiful & Rush updated
  • Added Power Scaling for Jet Turbine (base rate may need to be adjusted, will see)
  • Solar panel power scaling adjusted (MK1 and MK2)
  • Updated 16 handbook entries
  • Added 24 handbook research entries
  • Added 46 handbook material entries
  • MK3 laser power usage now significantly altered, to match their enormous DPS.
  • Movement now auto-chooses between keyboard and gamepad based on a 'significant' change in value. It uses the same system which was previously added to choose between Mouse & Gamepad for Looking.
    If you have previously rebound movement you may need to rebind it again.

  • Using an auto-excavator, BFL-9000 or quarry should no longer result in 'see through walls' when digging on a segment boundary away from player location.
  • The BFL-9000 now digs a 5x5 tunnel instead of 2x2 matching the machine description.
  • Research assembler will no longer remove more than 6 plates if there are multiple hoppers containing them attached to it.

  • Massive update to player movement resolution, will now 'suspend' your movement with velocity intact if you enter a segment which has not finished loading. If you enter an unloaded segment the info panel will provide information explaining the problem.
  • As a result of this update the 'death when reaching terminal velocity' has been EXPERIMENTALLY removed. We will see how it goes.
  • Movement resolution now supports additional non-block based moving colliders.

  • Jet Pack now continues to provide some thrust while not holding space if it is turned on and you're not in contact with the ground. This makes it far more controllable.

  • CPH tutorial forcefield now bounces you back smoothly rather than just resetting your position.

  • Major updates to lifts:
    • Lifts now use the new "moving collider" system. This means they no longer no longer forcible take over your player movement so you can jump around on them and all the 'floating' glitches should be gone.
    • In furtherance to the above, remember normal collision logic now applies, if you've used lifts for 'unintended purposes'... be careful ;)
    • Lifts no longer have a 'resting' location, they'll stay where they were when you last used them (not currently saved to disk though).
    • If you approach a lift shaft the lift will rise or fall to where you're standing.
    • This means you no longer need to build both an "up lift" and a "down lift".
    • When the lift reaches the top or bottom of the shaft it will wait a few seconds, then carry back the other way if you're still on it.
    • If the lift is obstructed by a block below, or within 2m above it, it will stop. If you do not clear the obstruction within a few seconds it'll head back the other direction.
    • Lifts are now much faster (both out of gas and with gas speeds have been boosted so you still want to use compressors!)
    • While stepping onto a lift part way up the shaft look down to head downwards, or up to head upwards.
    • The lift now stops and starts more smoothly.
    • If you get caught between a lift and the ground it will force you into the ground. This doesn't currently kill you. It will do sometime soon. Like real life, unprotected lifts are dangerous.
    • If you're American and have no idea what I'm talking about replace all instances of "Lift" with "Elevator".
  • Fixed display of scanned ore amount so that it no longer rounds to the nearest million.
  • Fixed ingredients description for pipe extrusion plant (will be reversed if we get around to changing to use plates)
  • Updated descriptions for every manufacturing recipe, crafting window now only shows this in the info section.
  • Fixed missing icons for ARTHER Dapper Hat and upgrade pack.
  • Chitin, eyes and glands now have the same case as everything else
  • Usage of MK1 or Mk I now consistent

  • Updated handbook entries for:
    • Conveyor Belt
    • Copper Bar (fixed icon)
    • Iron Bar (fixed icon)
    • Tin Bar (fixed icon)
    • Matter Mover
    • Suit Cooler, Headlight, Heater & Power Pack

  • Added ability to have custom handbook entries for research projects (both pre and post completion)
  • Completed research projects in the handbook now have a page which lists the recipes it has unlocked, along with how much additional RP is required to unlock the individual recipes
  • (on second tab in research station), if any.

  • Added handbook research entries for (more will be coming soon):
      Black Box Data (available & completed) Local Life Forms (completed)

  • Added handbook material entries for:
    • AI Mover Control
    • ARTHER Battery Core
    • ARTHER Dapper Hat
    • ARTHER Dapper Monocle
    • ARTHER Dapper Moustache
    • ARTHER Dapper Pack
    • ARTHER Dapper Upgrade Pack
    • ARTHER Power Core
    • ARTHER Solar Panel
    • ARTHER Upgrade Pack
    • Basic Conveyor Belt
    • Basic Missile Assembler
    • Basic PCB
    • BFL-9000
    • Build Gun V2
    • Charged PCB
    • Coiler Plant
    • Conductive PCB
    • Conveyor Belt Filter
    • Conveyor Turntable
    • Copper Coil
    • Copper Housing
    • Copper Pipe
    • Copper Plate
    • Copper Wire
    • Electric Light
    • Empty Fuel Canister
    • Empty Metal Tube
    • Extrusion Plant
    • Forced Induction
    • Fortified PCB
    • Gold Bar
    • Gold Housing
    • Gold Pipe
    • Gold Plate
    • Gold Wire
    • Hardened PCB
    • High Energy Composite Fuel
    • Iron Coil
    • Iron Gear
    • Iron Housing
    • Iron Pipe
    • Iron Plate
    • Iron Wire
    • Jet Pack
    • Lightweight Machine Housing
    • Lightweight Machine Plates
    • Lightweight PCB
    • Lithium Bar
    • Lithium Coil
    • Lithium Housing
    • Lithium Pipe
    • Lithium Plate
    • Lithium Wire
    • Low Grade Steel Bar
    • Massive Faceted Eye
    • Missile Turret MK1
    • MK2 Solar Panel Component
    • Nickel Bar
    • Nickel Coil
    • Nickel Housing
    • Nickel Pipe
    • Nickel Plate
    • Nickel Wire
    • PCB Assembling Plant
    • Perfect Faceted Eye
    • Pipe Extrusion Plant
    • Plastic Pellets
    • Primary PCB
    • Pristine Faceted Eye
    • Pristine Heavy Chitin
    • Pristine Light Chitin
    • Printine Phosphorescent Gland
    • Printine Stinger
    • Pyrothermic Generator
    • Ruined Faceted Eye
    • Ruined Heavy Chitin
    • Ruined Light Chitin
    • Ruined Phosphorescent Gland
    • Ruined Stinger
    • Servo Motor
    • Stamper Plant
    • T2 Forced Induction
    • T3 Forced Induction
    • Tin Coil
    • Tin Housing
    • Tin Pipe
    • Tin Plate
    • Tin Wire
    • Titanium Bar
    • Titanium Coil
    • Titanium Housing
    • Titanium Pipe
    • Titanium Plate
    • Titanium Wire
    • Torch
    • Toxic Particle Filter
    • Transport Pipe Filter
    • Turret MK1
    • Turret MK2
    • Turret MK3

Current Patch (1.21g - Tutorial) - Beta Branch only - 14th October
  • Fixed a crash with old single-block CPHs.
  • Numerous small fixes
  • Drop table for HiveMinds is less obsessed with Massive Eyes.
  • Central Power Hub can no longer get massively negative health
  • Fixed some issues with update rate of mobs
  • Added a conveyor and storage hopper tutorial! With some luck, this means people will realise that this game is about automation, machines and running a massive mining installation, and not Minecraft after all... (I'm gonna go build me a log cabin and fight skeletons!)
  • Fixed some thread crashes
  • Fixed TD bugs targeting CPH
  • Rounded CPH damage for display
  • Updates to handbook to support unknown items
  • Prevented Alt+Tab or Shift+Tab from affecting ARTHER
  • Fixed issue with rotating auto upgrader not resetting it.
  • Fixed issue with the lift compressor not finding a lift.
  • Fixed issue with info text display in crafting panel
  • Coping of backup zip files now retries up to three times if it fails (thanks Windows)
  • Some updates to items, recipes, etc. Mainly for handbook work.

(1.21 Belgish) 5th Oct
  • Fixed Tutorial hint Z-Write
  • Fixed initial facing of player
  • CPH health is now server-authoritative.
  • Plants are now burnable
  • Win/Lose now calculated better after a TD wave

Current Patch (1.21d) 28th Sept
  • Fixed Smelters not seeing Ore inside Storage Hoppers that came from an illegally-value'd source (Quarries, for example)
  • Smelters should no longer attempt to collect and smelt Crystal and Biomass.
  • Storage Hoppers will no longer attempt to collect item stacks that don't fit
  • Fancy new CPH for new worlds.

1.21c - 27th September
  • Compressed Disk writes are now spaced apart by 500ms, allowing the Windows Disk Cache to flush them before the next one
  • Compressed Disk writes are backed up 150 seconds after writing, giving a potential rollback point for corrupted worlds.
  • The Disk System pauses between threaded updates, allowing the Windows Disk Cache to flush them
  • The game should automatically revert to previous backed up segments in the case of a corrupted or missing archive. At most, you will lost 150s of work.
  • TL;DR, it's harder to get corrupted worlds due to power failures.
  • Storage Hoppers should intertransfer again (and they're faster at doing it, too!)
  • Robot Arms do not lose Value when transferring Ores within visual range
  • SH now checks default value for research, not 0
  • UIManager gives slightly better missile launcher info
  • Quarries no longer mess up Value of mined ore
  • Opening help panel from pause menu no longer 'unpauses' the game.
  • Main menu no longer shown on alt tab if other UI already open.
  • Fixed issue of settings panel sometimes showing at same time as main menu (overlapping each other)
  • Can no longer dupe items by dropped them using Q during a stack split.
  • Line for crafting hint no longer added if hint is blank
  • Shifted location of coal vein and extractor at start to move further away from edge of forcefield
  • Robot arms no longer lose the value of the item they are carrying
  • An issue where the respawn button the death panel sometimes didn't work may be fixed.
  • Ore smelter research now granted at start of game to avoid block being listed as unknown.
  • Injections spawn prevention distance (from crash site) increased slightly to prevent conflict with ore extractor.
  • Updated basic smelter help to say it cannot be upgraded.
  • Conveyor-borne models for lithium and gold pods are no longer reversed; normal map also fixed
  • Trees can no longer spawn within the forcefield.
  • Added main menu music
  • Fixed hit boxes and lights to main menu
  • Fixed flickering intro ship in existing worlds
  • Sped up drop pod sequence
  • Fix for manufacturing plant crash
  • ARTHER a tad more responsive on getting out of the way
  • Base Threat reduced slightly, leading to less incomplete base attacks!
  • |Fixed a couple of places where a segment could be stuck processing and updated the logic behind it.
  • |Charged explosives now have a safety, use Shift+E to light.
  • |Lighting issues when adding or removing blocks on the edge or corner of a segment should be fixed.
  • |Fixed a potential race condition which could prevent a segment being processed
  • |Fixed a potential race condition which could prevent a segment having graphics processed.
  • |No more invisible entities!
  • Network fixes galore!

(1.21b!)
(20th Sept)
  • Adjacent Storage Hoppers now about 10x faster
  • Lots of profiling work to speed things up
  • MK3 LPTs now have their power packets increased to around 10x that of MK2. This was an oversight when MK2 was improved, to set it apart from MK1.
  • Caught an issue with Manufacturing Plants

atch (1.21, but badly labelled 1.20b as I'm incompetent!)
  • Fixed multiplayer issues all over!
  • Fixed Multiplayer Storage Crate issues
  • Dropship added to crash site (Dropship is hidden if your world is already more than 2 hours old)
  • Rotation of CPH is now locked and reset.
  • Quarry should no longer be able to collect T4,T5,T6 or T7 ores, or Magma.
  • Clients should now have the server's time of day.
  • You can no longer backspace after the world's started loading
  • Improved methodology for clients requesting active machines from the server
  • Smelters, Conveyor Belts, Research Assemblers, and Ore Extracors have improved network response.
  • Conveyors attached to Storage Hoppers are now server-authoritative.
  • Massively increased spiderbot damage (likely to get nerfed once it's upgradeable, but for now, this will hopefully encourage players to sort their landscape out for the spiderbot's efficiency)
  • Organic Items now require research of Local Life Forms
  • Organic Battery now has a unique sound
  • Pristine wasp drops now last an hour, not 5 minutes
  • MK2 solar panels shouldn't work deep underground anymore
  • Speed up to CPU usage of turrets
  • Brain melting and substantial performance upgrades to all 'glowy' stuff
  • Basic Ore Smelters and Ore Smelters no longer have swapped meshes. Oops.
  • Some fluid optimisations
  • Fluid simulation clamped to 100ms per update; if you exceed this, fluid won't respond. Conversely, the 'busy' fluid frustums will update quickly and then go to sleep.
  • Multiplayer Storage hopper dupe fixed
Last edited by DjArcas; Nov 7, 2015 @ 6:45am
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Showing 1-15 of 243 comments
DjArcas  [developer] Sep 16, 2015 @ 10:38am 
Originally posted by Zorgomol:
EXPLOIT

Good spot, thanks!
Last edited by DjArcas; Sep 17, 2015 @ 2:31am
steveman0 Sep 16, 2015 @ 8:04pm 
Noticed today that the Bars smelted achievement appears to be broken. I didn't check the power one but are you sure it is working? Aren't the stats used for it the same as for the leaderboard? The leaderboard would seem to indicate no one could have unlocked rush mode as no one has generated 100mil power.
DjArcas  [developer] Sep 17, 2015 @ 2:18am 
Originally posted by steveman0:
Noticed today that the Bars smelted achievement appears to be broken. I didn't check the power one but are you sure it is working? Aren't the stats used for it the same as for the leaderboard? The leaderboard would seem to indicate no one could have unlocked rush mode as no one has generated 100mil power.

The leaderboards may well be broken. I'll verify bars smelted tho.

(Code all seems perfectly fine)
Last edited by DjArcas; Sep 17, 2015 @ 3:09am
Shadow Sep 17, 2015 @ 12:08pm 
My Quarry hit about 960 and was returning some t4 ores. Notes say it will no longer return them as of 1.21. Will the quarry stop or just leave them in place and continue? I noticed I was not able to Dig or SuperDig the T4 blocks that i found and wanted to be able to remove them.
𝓣a𝑘𝔞hiro Sep 18, 2015 @ 4:46am 
Originally posted by Shadow:
My Quarry hit about 960 and was returning some t4 ores. Notes say it will no longer return them as of 1.21. Will the quarry stop or just leave them in place and continue? I noticed I was not able to Dig or SuperDig the T4 blocks that i found and wanted to be able to remove them.

I think you "could" explode them away!
if not you "could" overwrite them with another material via build2me and make them vanish!
if you want to "spare" those for later you can stop the quarry, place it somewhere nearby and continue the operation!

Zorgomol Sep 18, 2015 @ 5:04am 
  • smelters get stuck on hoppers with mixed ores (again)
  • saving and/or loading of ToD is broken, so loading a game always starts at night, time seems to be advancing normally
  • saving and/or loading of threat level and related things seems dodgy too - CPH death count isn't incrementing and loading a world starts at zero current threat
  • smelt million bars achievement certainly isn't working and hasn't been working for several months - my stat says around 20k smelted and I have more than that in player inventory and that is not even counting my previous world
  • On another look all the numeric achievement stats seem to be non-incrementing - bug hunt, jigglywatts, etc.
Last edited by Zorgomol; Sep 18, 2015 @ 5:39am
Prof. hulk Sep 18, 2015 @ 6:14am 
im confused are hoppers sharing their items again last time i made a new world when a made a missile turret line up the missiles only stayed in one hopper while the rest stayed empty, and why did you stop the Quarry from mining magma or T4 - 7? i dont get it that pretty much leaves everyone 2 choices blow the sh*t up or use the laser gun...
Mithious Sep 18, 2015 @ 6:44am 
Originally posted by Prof. hulk:
im confused are hoppers sharing their items again last time i made a new world when a made a missile turret line up the missiles only stayed in one hopper while the rest stayed empty, and why did you stop the Quarry from mining magma or T4 - 7? i dont get it that pretty much leaves everyone 2 choices blow the sh*t up or use the laser gun...

The hoppers have never shared items. Doing so would break many people's automation setups (e.g. around labs for example). They only share ore.

T4 to T7 isn't fully implemented yet. You're not supposed to be able to collect it (it's only being spawned so you don't later need to restart your world).

The magma change is because it was killing performance.
Last edited by Mithious; Sep 18, 2015 @ 6:46am
Prof. hulk Sep 18, 2015 @ 6:52am 
so in short magma level and lower are bared off until some fix for it is figured out?
Mithious Sep 18, 2015 @ 7:32am 
Originally posted by Prof. hulk:
so in short magma level and lower are bared off until some fix for it is figured out?

You can go and run around at the magma level, the worst that should happen is your machine logic slows slightly if it overloads the low frequency gameplay thread (this will depend a lot of the performance of your machine). The problem is that if you build a load of quarries they keep that area of the map loaded while they're digging down there wherever you are in the map (they also trigger more actual fluid movement with their digging further increasing load). So essentially the more quarries you build (and we've seen people with a lot) the worse it gets, even if you're no where near it at the time.

There's actually supposed to be an entirely different system for removing fluids at some point, it's not really the intended purpose of the quarry (and there's nothing you really need that far down at the moment anyway). It'll become relevant at some point, and by then we'll have the systems in place to let you do whatever needs to be done down there.
Last edited by Mithious; Sep 18, 2015 @ 7:35am
Prof. hulk Sep 18, 2015 @ 8:35am 
sounds good to me i went as far as 1150 then closed the game to stop the quarries from digging any farther on that save. so hope to see more and better stuff in the future and keep up the good work as always
steveman0 Sep 18, 2015 @ 10:03am 
Any chance we could get a toggle (with Q?) for the 30 second wait on the minecart loading stations? It isn't very efficient for the carts to have to wait 30 seconds to leave when there are other stations to load resources and it limits throughput of the carts in general.

http://steamcommunity.com/sharedfiles/filedetails/?id=520357918
Oldlock Sep 18, 2015 @ 12:23pm 
Is it me or did the last patch v1.21 break the Smelters (at least on single player)? They aren't aren't picking up ore from the attached hopper and the hopper is correctly set to Remove Only.
Mithious Sep 18, 2015 @ 12:33pm 
We did break it by fixing another bug (the two bugs were cancelling each other out in the case of the smelter), but it is supposed to be fixed again. I thought that would have been put into bleeding edge.

Edit: It's working for me in the development version at least.
Last edited by Mithious; Sep 18, 2015 @ 12:37pm
Oldlock Sep 18, 2015 @ 12:47pm 
I'll revaildate my build. It may not have pulled it down yet. Thanks mate.

Edit, still no smelters.
Last edited by Oldlock; Sep 18, 2015 @ 2:17pm
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Date Posted: Sep 16, 2015 @ 8:20am
Posts: 243