FortressCraft Evolved

FortressCraft Evolved

 This topic has been pinned, so it's probably important
DjArcas  [developer] Apr 12, 2018 @ 4:28am
Previous Patch Notes (Patch 19)
(Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world)

And here we are, once again, for the 19th free content patch since leaving Early Access.

This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing.

On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible.

After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only.


And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild.


On with the patch notse!

  • SpiderCORs allow SpiderBot to return Pristine drops to base (Feed the base a couple of Beacons)
  • Fully-threaded visiblity - FPS get!
  • Almost all Mutators implemented (Adventures Pack only)
  • Hiveminds now much more... interesting.
  • Player gun needs crafting!
  • Ore Extractor offline messages now MUCH more accurate and useful!
  • Robotic Sorters allow you to collect specific items from Conveyor runs WITHOUT slowing them down
  • ARTHER has a proper UI - press Tab! (and yes, it's re-bindable)
  • Specific Room types with uses and everything!
  • If you're running your Steam Client in a non-English language, the game will default to that language. You can return to English when the main menu starts up.

Known Issues
  • Cloning Machine drops you off inside it instead of near it
  • Some issues related to Conveyors and Assembly machines; Stampers don't animate, and finish instantly
  • Some items are HUGE on Robotic Sorters - this includes all Organic stuff, but won't affect performance or behaviour
  • Macerator still shows power, only it doesn't need it.
  • Cargo Lift controllers no longer show Tier correctly.
  • Manufacturing plants have some items that are visually weird when crafting (Minecarts are one of them)
  • Electric Lights are missing SpotlightShadow mode
Last edited by DjArcas; May 18, 2018 @ 6:00am
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Showing 1-15 of 38 comments
DjArcas  [developer] Apr 12, 2018 @ 4:28am 

Important stuff
  • Implemented Improved and Advanced Crystal Scanners. These should further aid the player in their discovery of Crystal resources. If you're playing on Rapid mode, you always have access to the Improved scanner, and crafting it will achieve nothing. The Advanced scanner will require Frozen Factory.
  • Hive minds have evolved due to player's playstyles, and are much more tightly linked. As if they were a... hive mind, or something. This is designed to be much more 'scary' than 'base-ending', and so far tests have looked great.
  • Added SpiderCors, and the ability to load a FALCOR Beacon onto the SpiderBot. This means that SpiderBot should be quite capable of returning Organic Drops from his wildlife murderin'
  • Dedicated Server Launcher now works. Like, actually properly works. Use the Tool download in Steam.
  • Added Cloning Machine. Use this to set your spawn location, where you die when you die, and where new players on your server will be... spawned!
  • Renamed TriSeed to Mandragora.
  • Added recipe to craft Crude Organic Lense from Mandragora. YOU DO NOT NEED TO KEEP AN OVERMIND ALIVE FOR LOTS OF LENSES EVER.
  • Added new Robotic Sorters. This can collect from a Conveyor in front of them and place onto a Conveyor behind them. Available in 4 tiers, the fastest of which is only part of Frozen Factory.
  • CamoBots have evolved to defeat smart-alec player's defences. They haven't worked out a way to defend against a laser turret to the face. Laser turrets : recommended.
  • Added Room Coolers; use these to remove any heat penalty from Rooms built within the Magma Caverns.
  • Added Room Heaters; use these to remove any heat penalty from Rooms built within the Cold Caverns.
  • Rooms with a Greenhouse rating of >100% will cause plants to grow at double speed. There is no current benefit to increasing the rating above 100%
  • Added Room Scrubbers and Filters. Filters improve the Clean rating of your room, which will provide various bonuses to machines built in them. Scrubber improve the Bio-Hazard rating of your room, allowing the player to bypass the Toxic Filter cost inside the Toxic Caverns.
  • Rooms now re-check validity when the player is inside and building. This should mean near-realtime feedback on additional Scrubbers and Filters.
  • Added Room Smoke. Room working fine? No smoke. Room in the Toxic Caverns and not properly Scrubbed? Green smoke. You get the the idea.


  • Logistics FALCORs and Robotics Sorters both support pressing T ("Store") for a quick assignment of the current hotbar item.
  • Trenchers now work with signs
  • Trenchers now have report on/off toggle
  • Trenchers now send issue type/name to alerts
  • Ore Extractors now Clear Veins 150 times faster. This is about 18,000 blocks/hour, up from 120 per hour.
  • The most-broken Ore Extractor (as listed in your missions, top right) will now be MUCH MORE OBVIOUS on the HoloBase.
  • Ore Extractor 'offline' message no longer generic. It will now warn you about badly placed Extractors, ones where the Cutting Head has depleted, ones with no power, ones with no storage and ones where the vein has been depleted. I hope this alleviates literally everyone's complaints.
  • "Out of Storage' Ore Extractor warning now suppressed until it's been offline for 30 minutes.
  • Added Inversion for Type Filtering on Basic Filters (Thank you Mad Vandal!)
  • Room Doors now open from further away, based on some sensible rules.
  • [Dapper]Electric Lights now paintable. Light modes should also now cycle on the server.
  • Resin is no longer optional to complete the base game.
  • Worms health reduced to 150k
  • DapperBlocks now count as 'hard', and you'll run fast on them.
  • Moved a number of outdated machines behind the 'Mothballed' research. Can't find a machine? Check the research station first!
  • Free Induction Plate for Rapid players
  • Trusses are now marked as Glass, and shouldn't work as walls, and lasers should go through them
  • ARTHER Turret now allows charging to 300%, letting him fire more often, if he's sat in the turret in advance.

Adventures Pack
  • [Adventures Pack] "The Floor Is Lava" implemented. Probably you can charge the OET in this mode. Let me know it goes for you. No further details are forthcoming.
  • [Adventures Pack]Added a Mesh for the Orbital Railgun
  • [Adventures Pack] Improvements to Orbital Railgun construction and feedback
  • [Adventures Pack]Robots, when aggressively disassembled, will now pack themselves into a handy-dandy crate. Stick this back in a Robot Constructor to turn it back into a Robot!
  • [Adventures Pack]Robots can now have Carrying Arms and Herb Arms. Carrying Arms let them interact with Storage Hoppers and Herb Arms let them automatically harvest grown plants off of Hydroponics Bays.
  • [Adventures Pack]Herb Arms (name pending) now require Agriculture research.
  • [Adventures Pack]Robomania mode implemented. This is basically an incredible Conveyor nerf.
  • [Adventures Pack]Aggressive Mobs mode implemented
  • [Adventures Pack]Hardcore Inventory mode implemented. This essentially changes all infinite-stack items to a maximum of 100, and leaves Ore at 150 max. You can also no longer manually-craft - all items crafted via a Manufacturing Plant must be delivered to a hopper, and will require both time and energy to craft.
  • (This means that only Hardcore Ceilings, Lucrative Mobs, Purchase Mode and Happy Feet are left)
  • [AdventuresPack]Disallowed Paste placement in Sky Islands
  • [AdventuresPack]Crystals and Organic rock should spawn in Sky Islands
  • [AdventuresPack]Added Organic Detritus to Sky Islands

Frozen Factory
  • [FrozenFactory]Fixed issue in CryoMap fade
  • [FrozenFactory]Each CryoSpawn Kill will speed up all remaining CryoSpawners; this should (hopefully) mean an escalating challenge for the player
  • [FrozenFactory]Dazzler beams no longer disappear when Dazzler is behind you. Less 'surprise death!'
  • [FrozenFactory]T4 drills will no longer have 'ghost' heads.
  • [FrozenFactory]Dazzler will now correctly store AND transmit the amount of Cyro cleared.


Crafting changes
  • Gold Bars are no longer used. Anything manual craft that used to use Gold Bar will now use Gold Wire.
  • Titanium Bars are no longer used. Anything manual craft that used to use Titanium Bar will now use Titanium Plates.
  • Nickel Bars are no longer used. Anything manual craft that used to use NickelBar will now use Fortified (Nickel) PCBs.
  • GACs may still use a variety of items including bars, and these have not changed, so your automation should be just fine.
  • MK2 Forced Induction no longer requires Copper Wire. However, this recipe will be rebalanced for the new T1 Ultimate in P20.
  • MK3 Forced Induction now uses Alloyed Machine blocks instead of T2 materials.
  • MK4 Forced Induction now uses Alloyed Machine blocks instead of T2 materials. Cost is about the same, but it's awful lot simpler to make or automate.
  • Added Bulk Mining Upgrades and moved the highest tier of Inductions and Motors into it. Can't craft an item you used to be able to? You're gonna need to research this! (This was changed as Advanced Miner Upgrades gave access to just far too many new items, so it's been split into 2 sections)

  • Added a number of performance improvements related to when you are viewing full-screen menus.(You can tell if these improvements are active, as the world goes blurry)
  • Minor optimisation to the usage of Turret CPU when scanning for mobs.
  • You can no longer build multiple CCCCC's!
  • HoloBase should now be substantially faster to render.
  • Fixed Vis issues with Geothermals
  • Substantially improved MatterMover render performance
  • Magma, Resin and Cryo-only segments now obey vis.
  • Research Panel now runs at 60 fps
  • Increased network transmission distance of Conveyors, which should significantly increase their sync ratio for clients.
  • "Rate 0" for Dedicated Servers is now considered "LAN Mode". First thing to hook to this is that machines such as Conveyors will net-sync at unlimited distance. You can use this on an Internet server, but be aware that you may use up over a 1 gigabyte per player, per hour, on a medium-sized base.


  • Hiveminds will now get a bit pissy if you nuke their mates.
  • Added improved readout to SpiderBot Base
  • Fixed a number of text errors with /n's (Thank you Zebra!)
  • Fixed Matter Mover descriptions
  • Scanning something new in a network game will let other players know that they need to research it.
  • Fixed weird-black lights on Minecarts.
  • Minecart Tracks now cheaper, and use RackRails instead of awkward♥♥♥♥♥Iron Bars.
  • Orange Emergency Lights will now spin when just behind you.
  • 9x9x9 room achievement now correct.
  • Fixed Issues where items added directly to inventory didn't stack
  • Fixed Issue where items added weren't 'right', like coal and stuff.
  • Fixed issue where swapping Robot Sorter conveyors would mess them up
  • CPH now provides more warmth when you're near it
  • A Large number of T1 machines that used Tin Plates now use Lightweight Machine Housing. The costs are therefore always a multiple of 6 plates; some are slightly cheaper, some are slightly more expensive.
  • Tweaked erroring Extractor cooldown code, which should alleviate two extractors fighting to be the most errory. It /may/ still go wrong if you have 2 Ore Extractors that have been offline to within a second of eachother.
  • Fixed some icon alignment issues in the Handbook
  • Manufacturing Plant now under 'Manufacturing' and not 'Logistics' in the Manufacturing Plant.
  • Fixed Unity complaint about negative collider size when using Chromed Lenses in Mk3 laser spam.
  • Other Spam fixes!
  • Named Ore Extractors (ones with Signs next to them) will no longer require you to add an extra space.
  • Removing Ore from Extractors by hand now counts towards progression of missions
  • Fixed Stack Exploits.
  • Construction Paste now limited to stacks of 50,000 (including in Hardcore Inventory mode)
  • Pause now looks visually less stupid. It's been a long time coming.
  • Advanced Crystal Scanner available when using the Care Package.
  • Mass Storage Output Ports are now correctly colour-tiered when using Ingots.
  • Fixed issue with SpiderBot going to sleep when adding a weapon
  • Reduced cost of Airlocks
  • Laser Borer no longer *quite* so expensive to make.
  • BFL-9000 now uses crafted materials, not bars.
  • Reduced the cost of some FALCOR research
  • Adding a Beacon to SpiderBro when there are PowerCores available will no longer lose the Beacon.
  • Nano-Disintegrators in Manufacturing Plants no longer look ridiculous.
  • Torches alone in their own segment will no longer be invisible.
  • Robot Sorters now show current and potential sorting item in info panel
  • Fixed Ctrl-Wheel Raygun Exploit.
  • CarePackage hopefully spawns in Player's Inventory if the world is configured correctly.
  • Copper Housing moved behind Mothball research
  • Gear Crafter no longer placeholder
  • ARTHER Command UI now has sound effects
  • ARTHER cannot dock at Docking Stations more than 32 metres away - no more sending from the Cold Cavern to the surface!
  • Fixed issue where Ore Extractors could give client-only ore.
  • Added Mad Vandal's Minecart fix, where we would add 0.2, but then remove 0.333 and expect to have the same number.
  • Fixed issue with Research Panel leaving Blur on during Tutorial
  • Known Issue - over a networked game, ARTHER can only charge PSBs and OEs. More to come if people REALLY need them.
  • FALCOR Beacons should now save correctly when alone in a segment.
  • Location Indicator (top right!) will now show the player what sort of room they're in.
  • A number of room-related fixes.
  • Coloured torches will stack again
  • Room lights will drop paste again
  • MedBay now correctly classed as a Machine.
  • Advanced Hydroponic Bays now work if they straddle a segment boundary
  • JetPacks no longer use up negative energy
  • Improved Crafting Readout for Manufacturing Plants.
  • Fixed some issues with SkyIslands progression.
  • Hiveminds can no longer spawn INSIDE machines.
  • JetPack no longer uses up too much power
  • Manufacturing Plants now have a fancy-way of showing what they're crafting
  • Guests should no longer suffer from the visual effects of Hypothermia
  • RayGun should be a suit item
  • ARTHER's "go find stuff" messages now pushed later in the game, giving you more time before he hints that there's more to find.
  • Mission Report will no longer appear unless you've been grounded for at least 1 second
  • Raygun now counts as suit item
  • Start PSBs should now be placeable.
  • SpiderCors now craftable
  • Moved around when some items become available. Something you have suddenly not available? Check the research station, you've forgotten what it is.
  • Rooms Split into Advanced (Medbay + Scanner stuff) and Clean Rooms. Further room types coming!
Siro Apr 12, 2018 @ 6:13am 
Gonna read all of these and then forget them by tonight :blocky:
_HL4E_HalfLife_ Apr 12, 2018 @ 7:20am 
Does this mean that patch 19 has been released on the regular build (as opposed to the nightly)?
you might want to check if Bedrock is still available. I built a bunch of rooms and stuff with bedrock, it now appears as a black cube, and is unavailable to build. This might be an oversight, or an oddity based on first run after an upgrade.
Siro Apr 12, 2018 @ 8:14am 
Originally posted by _HL4E_HalfLife_:
Does this mean that patch 19 has been released on the regular build (as opposed to the nightly)?
Yup regular.
DjArcas  [developer] Apr 12, 2018 @ 8:27am 
Originally posted by Siro:
Gonna read all of these and then forget them by tonight :blocky:

Good man! That's the sort of dedication I expect.
DjArcas  [developer] Apr 12, 2018 @ 8:28am 
Originally posted by JarethTheGoblinKing:
you might want to check if Bedrock is still available. I built a bunch of rooms and stuff with bedrock, it now appears as a black cube, and is unavailable to build. This might be an oversight, or an oddity based on first run after an upgrade.

Hmm, really? If you have this, then digging up and replacing the bedrock should ('should') fix it?
Reaperrazor Apr 12, 2018 @ 8:51am 
Im still gonna dream that heating a room to a high temperature will help reduce smelting power requirements.
Wariat117 Apr 12, 2018 @ 8:55am 
Originally posted by Reaperrazor:
Im still gonna dream that heating a room to a high temperature will help reduce smelting power requirements.
we would need suit cooler to enter such room :D
Undead_Duckling Apr 12, 2018 @ 9:49am 
Me: "I wonder what I'm going to do on my free weekend"
*Steam updates*
Me: "Well ... Now I do :wftosurprised:"
Wariat117 Apr 12, 2018 @ 9:55am 
found fix for first one, it's problem with vanilla manufacturerrecipes.xml, some recipes have lowercased key and some have uppercased key

power storage block MK1 (<key>PSB</key>),
ore extractor (<key>key</key>),
threat scanner (<Key>threatscanner</Key>),
hardened resin detector (<Key>hardenedresindetector</Key>),
conveyor turntable (<Key>conveyorturntable</Key>),
power pack mk1 (<Key>power pack</Key>),
arther solar (<Key>arther solar</Key>),

Are bugged and I cannot fully remove their craftcosts with mod.
All of the listed items have bug only with the LMH.
I have provided <Key></Key> so it's easier to find them

I have tried both
<CraftCost><Delete>true</Delete> <Key>LightweightMachineHousing</Key> <Amount>1</Amount> </CraftCost>
<CraftCost><Delete>true</Delete> <Key>LightweightMachineHousing</Key> </CraftCost>
But it doesn't work :/

In case of powerpack mk1 it was <Amount>2</Amount> and in case of arther solar it was <Amount>5</Amount>

*Seems like some of the recipes are case sensitive. (i'm on windows)
I have to use
<CraftCost><Delete>true</Delete> <Key>LightWeightMachineHousing</Key> </CraftCost>
I have found that there is more recipes with lowercase version in my code and some of them worked... The vanilla manudacturerrecipes.xml has mixed the lowercase and uppercase ones ;-; No idea If I should call this bug :D
Even the lightweight recipe has it lowercased in craftedkey

Also in p18 the "progress" in the research station was updating automatically once you do research.
Now (p19, not beta) I have to do research, close station, open station and progress is updated.
Just small bug. (annoying when I try to track which research requirements were changed for certain recipes while trying to update mod :/)

I can scan the induction charger which lays under my CPH for 10RP
The basic ore smelter is scanned automatically on the start of the world and I get 10 RP
Care package still doesn't work for me o-O (It was broken, later it worked for short period of time in p19 nightly, now it is broken again)
Arther santa mask still cannot be put inside "suit upgrades" in the inventory
Last edited by Wariat117; Apr 14, 2018 @ 11:27pm
Reaperrazor Apr 12, 2018 @ 11:23am 
Originally posted by Wariat117:
Originally posted by Reaperrazor:
Im still gonna dream that heating a room to a high temperature will help reduce smelting power requirements.
we would need suit cooler to enter such room :D
Considering the MC it woupd bbe a nice option. I actually had an idea that whose machines worked better in certain rooms (hot rooms lowering high power costs, cold rooms speeding up cradt times).
Ragathol Apr 12, 2018 @ 11:23am 
I noticed the gun is gone... It says it needs crafting, but what are the prerequisites? I don't see it by default.
Wariat117 Apr 12, 2018 @ 11:34am 
Originally posted by Ragathol:
I noticed the gun is gone... It says it needs crafting, but what are the prerequisites? I don't see it by default.
Monster Apr 12, 2018 @ 11:50am 
I've started the game recently; 12 hours in or something. It says I will be attacked (for the first time) in a couple of minutes (number keep changing, was 17 min recently). I'd very much like to have my ray gun back before that, as I have no other defence, beyond one AETHER turret. But it is NOT available anywhere in the menu of the manifacturing plant, or in the self-crafting menu.

Where/how can I craft it?
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