FortressCraft Evolved

FortressCraft Evolved

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Mod request thread!
I've had a few mod ideas come to mind and although some are easy enough for me I lack the time to tackle all of them. I thought it would be nice to have a thread for people to share ideas and would-be modders to come looking for projects to tackle. Allow me to start it off!

More creative blocks (Request)
Although there are a few mods that do this I'm not aware of any that have integrated this into the new modding system. This might even be something that multiple people could get together and contribute to and balance costs as a community.

If you have a cool idea for a simple mod that you don't have time to write yourself but would love to see share it here! If we get enough I'll begin to assemble a list and link to ones that get completed.

Storage hopper mod API (Complete!)
A modification to the API to enable defining custom storage hopper modded blocks.
http://steamcommunity.com/app/254200/discussions/1/371918937287492860/

Holographic base planner (Request)
Enable construction of holographic machines like the tutorial conveyors to plan out future construction.
http://steamcommunity.com/app/254200/discussions/1/371918937279307401/#c371918937283885969

Advanced Lifts (Complete!)
Guess I should add mine right? I'm working on updating the lifts to function in all orientations. Lifts placed on the ceiling will hang a platform from below to ride. Lifts placed on walls will provide a suspended platform that can carry you along away from the wall. Only wish I had more time to work on this!
http://steamcommunity.com/app/254200/discussions/1/371918937268489400/

Mass Storage Autorequester and Stockpiler (Nearly complete!)
Another project of my own! Starting work on this after completing my advanced lifts. The plan is to make a new kind of mass storage output robot that will pull only items requested by an adjacent auto-crafter (either manufacturing plant or generic). Additionally, the stockpiler will be an input port that will only add items to mass storage when the quantity in storage is below a certain limit (so that autocrafters will stop working once you've accumulated a set limit).

Building Tools (Request)
Top down camera view and long range alignment laser.
http://steamcommunity.com/app/254200/discussions/1/371918937279307401/#c368542585866463325

Better conveyor filters
http://steamcommunity.com/app/254200/discussions/1/371918937279307401/#c364039785166064386
Naposledy upravil steveman0; 11. čvc. 2016 v 7.43
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also, could you make an inserter like block using the robot arm mk1 model?
Think we could get a mod to turn night back into night? Or possibly even one that gives and adgustable setting for that?
Really simple mod idea that might involve a bit of creative work: A mod that replaces resin textures (soft, hard, and I'm assuming liquified is also a seperate texture) with ones that don't creep me the hell out.

Something about the black background with gray swirls makes me feel disgusted/sick when I see the original textures. It's great that the artist was able to evoke that feeling with the original resin textures, but it can be a bit annoying having to clear out the soft resin that gets everywhere with the change to make resin tunnelers aggresively spawn.
Naposledy upravil Weapon Master; 4. led. 2018 v 9.44
Creative mode mod that adds back the head to the build gun and also fixes some if not most of the issues. plz steveman0 it would be a good project
I already have too many projects and too little time. Busy addressing vanilla bugs as it is.
Naposledy upravil steveman0; 8. led. 2018 v 20.11
ok then
I'm not sure if this is possible with the current API (I don't even know how to look at the API yet...) but could there be a mod to rebalance how ore is generated in the world? Like instead of lots of patches of ore around there would be less seperate patches but they would be larger and possibly more spread out?
It's possible to override world generation yes. It's not explicitly built into an interface of any sort but there's also not much in the way of writing and generating a world with your own code. You'd just have to overwrite the existing map.
Ah, okay. Do you think someone with very limited experience like me (Only ever added a few items in a custom modding API for Terraria I found) would be able to do that for when the world generates? I was plannning on starting a new world if this was possible so I woudln't need to deal with traveling out further than I already had or anything
Modifying world gen would be among the more involved things to do as a mod. First of all it would involve understanding Perlin world generation code which is a massively complex thing all of its own (which is why the game's world gen code is comparitively simple to other bigger budget games).

If you can get beyond that there's still the matter of tracking what segments need to be overriden and safely injecting your own generated world data -- efficiently no less! Dessi did something simple in his mod for adding water but I suspect he had to account for many of these things. Decompiling his code would be a good place to start.

The actual programming aspect itself is pretty easy if you have basic programming skills. C# is easy to work with (even if you never have before -- I learned it to do all of my modding work) and there's a lot to reference between the modding API document, my tutorials and reference code on github, and there's plenty of support from other modders on the Discord in #modsupport.

I might recommend getting started with something simple but when I jumped into it I started with the advanced lifts which was a monster from the programming side as well as the depth of understanding of Unity. It just took a lot of learning before I got to release. As you learn it gets easier and quicker. My jump boots and cloning vats mod were done in a day each.
Sorry if it has been requested already but I would like something for early game kinda like a Macerator that turns materials back into bars, so if for example, If you craft extra wires, plates, ect. You could just throw them in the machine and they would be turned into bars of whatever they previously were.

Would be nice for those oh crap moments when you turn something without noticing and suddenly have a surplus of useless materials that you might of needed else where.
I'd love a mod that adds a basic manufacturing plant that can make t1 items. Its ingredients should be low-tier enough that I can build it before I get t2 ores. I'm always annoyed that I have to go and personally craft smelters, hoppers, miners, etc. I'd love to automate the construction of all that stuff.
Naposledy upravil Obstinate; 23. led. 2018 v 10.43
Obstinate původně napsal:
I'd love a mod that adds a basic manufacturing plant that can make t1 items. Its ingredients should be low-tier enough that I can build it before I get t2 ores. I'm always annoyed that I have to go and personally craft smelters, hoppers, miners, etc. I'd love to automate the construction of all that stuff.
Any chance to get more details :V?

Name of mod
instead giving us guess game about the craft cost, could you say the cost?
Do you want to craft it in self-craft or in manufacturing plant? (or both?)

Does it have to be new machine ;d?
Wouldn't it be better to make it just normal manufacturing plant with lowered cost?
A normal manufacturing plant with a lowered cost would be fine. Maybe something like:

1x PSB1
1x MK1 Transmitter
1x each of the t1 auto-crafters

= Manufacturing plant

And let it be researchable once all t1 ores have been scanned.
Oh, and the mod would have to make it so that the plant can be removed with build gun v1.
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Datum zveřejnění: 5. dub. 2016 v 7.51
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