FortressCraft Evolved

FortressCraft Evolved

FALCOR Transit Network
286 Comments
Dark Helmet May 16 @ 8:02pm 
I love this mod! A bit too much perhaps. I might have overdone it. A lot.

My part-time logistics-falcor centric world currently has: 181 beacons, 252 falcors, 48 pathfinder, 13 lost+found. (445 routes, 600-800 connections)

Some observations:
* Pressing Q - OMG. Mistake! Can be blinding with graphics turned up.
* Loading a world or changing a beacon can take 5-10 minutes for the system to update routes/connections/paths/stabilize.
* MK1/MK2 falcors don't work well. It'll regularly dispatch dozens of MK1s instead of MK2s.
* Pathfinders (with 10 connection nodes) cause geometrically expensive routing complexity. Most of my pathfinders could be a 1-node version. Call it a "Waypoint" perhaps?

Clearly I overdid it and made it strain. I suspect a lightweight pathfinder could help.
Mad Vandal  [author] Mar 4 @ 2:31pm 
mxforlife: I can probably update for these tonight.
mxforlife Feb 27 @ 6:12am 
If I may make a request. Separate configurable turning off the ARTHER messages about items dropped at lost and found and items dropped on the ground. I would much rather have ARTHER messages for more important things like failed pickup, unavailable wanted items. That it sometimes get it bit of over-delivery isn't a biggie. And maybe also make the mod logging configurable so people don't need to mod the dll with dnSpy to enable extended logging.
I've made those changes in my personal copy of the mod, but you have already made two updates after that.

And a BIG THANK YOU you for all your excellent mods that all make the game a much better game.
mxforlife Feb 26 @ 8:15am 
Looks like I found a solution to the problem with Lost and Found Beacon.
In the class LostAndFoundBeacon method FindAvailableCommodity when it checks the AttachedStorageMachineInterface for commoditys it checks that the amount > 0 if it is a itemCubeStack but not for other item types. I just added a "if (AttachedStorageMachineInterface.CountItems(item.mnItemID) > 0)" there and now it has worked without problems for a couple of hours.
So it looks like Trickys Storage hoppers remembers what items have been in them even when amount is zero.
mxforlife Feb 26 @ 6:05am 
@Mad Vandal. Thanks for the answer. It's probably due to Tricky's Hopper then. I'm going to switch to normal Hopper.
I just used dnSpy to enable the logging and looking at the code first. But I've downloaded the source to the mod now and set up the dev environment and going to see if I can narrow it down more. But from what I can understand from the logs it says there is 0 available.
One thing that I have noticed is that it only happens for items, never for item cubes.
It looks like the source I downloaded from sourceforge dont include the latest fixes you made this year. Are there another place you have uploaded them?
Mad Vandal  [author] Feb 25 @ 6:27pm 
mxforlife, While the L&F beacon FindAvailableCommodity method has code to check the available commodities list on the state object there is no window to set them so it'll always be empty. Instead it'll always be coming the code after which uses the AttachedStorageMachineInterface to get available from whatever "storage machine" is attached, which in most cases is some kind of hopper machine. Problems I've seen in the past with that have been with modded hoppers that don't handle the interface correctly, sync issues with dedicated servers, or other machines moving stuff in/out of the hopper the L&F beacon is attached to. Beyond that the only way I can try to dig into these issue further is to have people send me a copy of their worlds which is done by compressing them to 7Z or ZIP, uploading it to a file locker or shared drive, and then sending me a link on the FC Discord channel.
mxforlife Feb 25 @ 1:17pm 
I've turned up the logging in the mod to 2. This is what I get in the game log file.

[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Wanted Check
Commodity: Location:-2, 2, 12 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:8 Maximum:10 Queued:0
Wanted Quantity: 8
Queued: 0
Maximum:10

[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Found Lost and Found Item: Location:14, 1, 2 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:0 Maximum:100 Queued:0

[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
FindDeliverySolutionNoCargo - Found Pickup Item: Location:14, 1, 2 ItemId:101 CubeType:0 CubeValue:0 Available:0 Wanted:0 Maximum:100 Queued:0

[MOD: FALCOR Transit Network 2/25/2025 10:09 PM]
TransitFALCOR 13, 0, -1 - Cargo pickup failed at 14, 1, 2
mxforlife Feb 24 @ 2:10pm 
Got an odd problem. After running the Falcors for a while they suddenly try to pickup stuff from The Lost and Found Beacon that is just not there. In this case they try to pickup Copper Wire. But the Hopper for the Lost and Found Beacon is empty. I guess there have been a failed delivery of Copper Wire so it has been put in there, but later delivered. So it looks like that the mAvailableCommodities doesn't get updated correctly when the last item of a stack is taken from the Lost and Found Beacon.
If I remove the Lost and Found Beacon all the Falcors will go to the correct Beacon to pickup the Copper Wire. But if I place back the Lost and Found Beacon again on the same Hopper they will go there and fail again.
If I move the hopper and the Lost and Found Beacon it will work correctly for a while.

I tried looking at the code. But it was a bit to complex to solve quickly, and it seems you are still active in development of mods.
Exo Mar 19, 2024 @ 7:46am 
UPD: Somehow managed to fix it by adding check: if mItems==null || mitem == null)... and if spaceAvailableCounts.ContainsKey(wantedCommodity){...}.
Exo Mar 19, 2024 @ 6:11am 
Encountered a bug (fresh world, no other mods, P25): when i place Mass Storage Beacon and then a Mass Storage Crate near it (obviously empty), i get this in console:
*EXCEPTION* at MassStorageBeacon.LowFrequencyUpdate

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[MadVandal.FalcorTransitNetwork.Commodity,System.Int32].get_Item (MadVandal.FalcorTransitNetwork.Commodity key) [0x00000] in <filename unknown>:0
at MadVandal.FalcorTransitNetwork.MassStorageBeacon+<>c__DisplayClass0_0__23.<LowFrequencyUpdate>b__1 (MadVandal.FalcorTransitNetwork.Commodity wantedCommoditySlot) [0x00000] in <filename unknown>:0
Exo Mar 19, 2024 @ 6:11am 
at MadVandal.FalcorTransitNetwork.TransferBeaconState.IterateWantedCommodities (MadVandal.FalcorTransitNetwork.IterateCommoditySlotDelegate commoditySlotFunction) [0x00000] in <filename unknown>:0
at MadVandal.FalcorTransitNetwork.MassStorageBeacon.LowFrequencyUpdate () [0x00000] in <filename unknown>:0

Tried to troubleshoot this bug with dnSpy and this is what i've found - error happens in MassStorageBeacon.LowFrequencyUpdate, when game tries to execute IterateWantedCommodities. The Dictionart spaceAvailableCounts contains no keys and values, so when game tries to calculate this code: Math.Min(wantedCommoditySlot.Maximum - newWantedCounts[wantedCommoditySlot], spaceAvailableCounts[wantedCommoditySlot]);
it throws an error.
Mad Vandal  [author] Apr 16, 2022 @ 8:43am 
If I remember right the MK2 waits for full cargo. You use it when the MK1s can't keep up.
Smidget Mar 20, 2022 @ 7:41am 
so i have 16 MK2 transit on chest with beacon for ore and only 5 activate and fly to the 10+ beacon locations that are set to supply and the wants are set right as well. while the MK1 transit are placed anywhere near network and all 16 would fly to the locations. the network diagnosis says nothing is wrong and no path obstructed the MK2 just stays parked. now as for in a room. the MK2 just hang over the beacon and do not pick anything up. i unbuilt the room just to see and same issue i pick up and replace the same issue, and network says all is good. i have all DLC except for adventure dlc and im running on a server on windows 10. is there a config file i need to edit for servers or is it not a stable mod for servers. i have tried both the auto beacon and the manual config beacon for want/available. hope to hear from you soon thanks.
Smidget Mar 20, 2022 @ 7:41am 
hidy ho neighbor. a few years ago i used this mod ant it worked flawlessly. so im contacting you to find out if something changed since then and thats why its not working or if its an actual issue. so MK1 you can place anywhere and they work. sometimes they take a while to engage but they do as long as there is a network connection, and once running its flawless. The MK2 transit drones on the other hand are another issue. rarely do they work if ever when placed anywhere. but sometimes they work when i place them on chest with a connected want beacon, and even then it seems that its sorta working.
Mr.Pig Jul 7, 2020 @ 4:22pm 
never mind i figured it out
Mr.Pig Jul 7, 2020 @ 1:01pm 
is there some sort of guide on how to use this mod? i thought i have everything set up correctly but i keep getting no beacon route error. i have something wrong and idk what it is. any help would be greatly appreciated. i can provide screenshots of what im doing if that would help
isochronous Mar 24, 2020 @ 8:37am 
That world has some kind of bug with it, with a memory leak in something that makes it eventually take up just stupid amounts of RAM. I haven't had that issue with other worlds, so I'm guessing it's an issue with the world rather than your mod.
Mad Vandal  [author] Feb 18, 2020 @ 5:18pm 
isochronous - I'll needs a copy of the world to try and reproduce that. Are you on the FC Discord?
isochronous Feb 3, 2020 @ 11:53am 
This mod is fantastic! The only issue I've been having is that sometimes my FALCORs will be called on to make a delivery, and rather than going to the actual provider, they go to the lost and found (which has none of the requested items in it), briefly touch down, then return to base... and then repeat the whole process. The only thing I've found that helps is breaking the lost and found beacon and moving it to a completely different hopper. At that point they'll usually stop doing it until the next time I restart the game.
Mad Vandal  [author] Dec 1, 2019 @ 7:35am 
OhiraKyou - To troubleshoot delivery/route issues first check that there are no red issues on the diagnostics or any red marked entities on the summary. Placed or break/replaces entities have to find their paths/routes before being able to reach them. Due to the complexities of FTN setups, to do further investigation I would need a copy of your world to posted online or to the FCE discord mod support channel using the link above. Stream removes links shortly after posting to the Discord works alot better.
OhiraKyou Nov 30, 2019 @ 1:20pm 
Bug report here.

Just noticed FALCORs dropping undeliverable cargo (XL Experiment Pods) at their base when there was a nearly empty and reachable lost and found nearby. Confirmed it by adding pods to a lost and found and setting a request for them at a nearby hopper. They cleaned out the lost and found and started flying to deliver them. Before they arrived, I broke the receiving transfer beacon. They returned to their base and sat there for a while before dumping their cargo instead of returning it to a lost in found. In addition to the lost and found from where they got their pods, there were also other lost and founds empty and reachable that they could have used as well.

This was as a client in a LAN multiplayer game that was hosted via the in-game multiplayer menu in the pause menu.
Mad Vandal  [author] Mar 4, 2019 @ 5:02am 
TJ - Thx, I'll see if I can recreate that.
Titanium Jesus Mar 3, 2019 @ 2:18pm 
Bug report time once again. (you thought you got rid of me. HA!)

If you place a falcor when looking at a wall it is placed properly on the ground. BUT if you rotate it it rotats on the wall axes, not the ground. And once it does that it can`t be rotated again, doesn`t get destroyed when dug up (creating infinite duplicates that you can pick up, but that are despawned when placed) AND once you try to exit the game, it fails to prperly shut down, getting infinitely stuck in flushing disk cache.

Mad Vandal  [author] Jan 5, 2019 @ 6:06am 
This I can squeeze this in sometime over next week.
Mad Vandal  [author] Jan 5, 2019 @ 5:59am 
My backlog is pretty big right now so don't know when I'll be able get to this. That may have a performance impact, not sure why an interface wasn't used.
Riven Jan 2, 2019 @ 6:47pm 
I have posted a discussion with a suggestion to support the Packer Mod Item Packages more thoroughly. Not sure if you get notifcations about that, so I thought I'd comment, too.
Elmer Fudd Dec 7, 2018 @ 9:14pm 
thx for the update , world is running again
Mad Vandal  [author] Dec 7, 2018 @ 6:39pm 
Another update was done. Try it now.
Elmer Fudd Dec 7, 2018 @ 11:47am 
*edit* i didnt even craft anything from this mod , just enabling it is enough to kill the world
Elmer Fudd Dec 7, 2018 @ 11:44am 
@mad vandal , i dont know what u changed exactly in the latest update but it grinds my world to a hold cant even get 1 fps with it enabled ( bit hard troubleshooting in this game with no exit to menu button XD ) , i disabled it for now and my fps is back on track
Mad Vandal  [author] Sep 26, 2018 @ 8:29pm 
MK2 FALCOR is now available with 5 item cargo capacity.
Mad Vandal  [author] Aug 14, 2018 @ 8:48pm 
Yes, Steveman0's freight carts...the "scrap carts" are much slower but available earlier. he original vanilla carts are still available. I found and submitted a fix for the derail problem so the original carts are safe to use again.
Titanium Jesus Aug 14, 2018 @ 7:04pm 
Sorry MV. I actually had to abandon that particular world as it was on my old laptop and it's no longer with us. And I haven't used you mod since as I was trying out the new vanilla ones (and being utterly dissapointed with them) and again on top of that I have been trying to work with the guy who had his minecart mod implemented into the game to figure out why they are unusably slow.

I will likely be using you mod again just as soon as the minecarts get fixed and the game becomes playable once more.
Mad Vandal  [author] Aug 14, 2018 @ 5:08pm 
A few months ago a user made a world that was nearly %100 automated with these using around 300 beacons and 200 FALCORs with a 90% connectivity in 5 minutes and running on a Laptop with an Nvidia 560M. Still wouldn't recommend using this for ore, but some have.

TJ - What's up? Haven't heard from you in a while on result from the performance updates a few month s back.
Titanium Jesus Aug 14, 2018 @ 7:38am 
Hey droid. Yah, the vanilla logicistical falcors are useless really. They can only move 1 or 2 hundred blocks and only 1 falcor can be traveling towards a single destination at any one time. This means that they can only be used for drill heads AND only if there are multiple mines\drills close by to make it worth setting them up instead of using teleporters or conveyors.

While this mod not only allows limitless range it also allows an unlimited number of falcors to travel and interact with any one destination at once, allowing for pretty much infinte throughput if you set it up right. Wouldn't recommend using them too much though.
Droidhacker Aug 14, 2018 @ 6:35am 
Oh ok so the vanilla logistic FALCORS are much more limited in what they can do? I definitely want this mod then, ill subscribe
Mad Vandal  [author] Aug 14, 2018 @ 4:41am 
You can set 4 available/4 wanted items at each beacon. FALCORs are not fixed and take any task between any place in last receive priority many at a time, will fly only on line of sight beacon paths over great distances, including down shafts and anywhere underground. Can can be used in large numbers.
Droidhacker Aug 13, 2018 @ 7:17pm 
I am fairly new to the game and I am wondering what is the difference between this mod and the vanilla logistic FALCORS?
Mad Vandal  [author] Aug 10, 2018 @ 4:00pm 
Description is wrong...T2 assist research is "Basic Logistics", the same level needed for vanilla FALCOR machines.
GDI-BOSS Aug 10, 2018 @ 2:17pm 
i try this mod,but when i research automation dont appear to craft it on logistics bar.
Gold (@Unifex) May 2, 2018 @ 11:13am 
Sweet! That did the trick. Cheers.

Also, just want to say thanks for this mod. It is, by far, the best mod for FC.
Mad Vandal  [author] May 2, 2018 @ 6:54am 
Update posted to fix missing library error.
Gold (@Unifex) May 2, 2018 @ 1:01am 
Hmm... Just dropped into the game and found all my FALCORs just sitting there waiting. None started up. Also just noticed that we have an update. Is there a trick to get my FALCORs moving again?
shawo5677 Mar 18, 2018 @ 5:18pm 
I imagine, but you do it, and you do it good :)
Mad Vandal  [author] Mar 18, 2018 @ 5:14pm 
np...thanks for sending the world. It's so hard to catch all the bugs with the many ways some mods can be used.
shawo5677 Mar 18, 2018 @ 5:12pm 
For me, in my main world (not the world you have download) everything work fine again. I doesn't need to remove and re add the wanted/available. I have disable Magic bar too.

I want to say you, with my french english, thank's for your hard work. With your mod, i am in the futur now ! :) Thank's you !
Mad Vandal  [author] Mar 18, 2018 @ 5:01pm 
I had to remove and re-add the wanted/available copper/tin to the beacons otherwise it got stuck.
shawo5677 Mar 18, 2018 @ 5:00pm 
Okay, i am going to try it now without Magic Bars
Mad Vandal  [author] Mar 18, 2018 @ 4:59pm 
Been delayed. Update finally posted.
shawo5677 Mar 18, 2018 @ 4:24pm 
Hmmm ok. Magic bars is a mod, who can create vein of ore. Its cool but not an obligation i will, deselect this mod so, and try it without Magics Bars and with your patch.