Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








the description has grammar issues
It is enough for me, if you understand it in terms of content. :)
Unfortunately, Item Packages all appear the same, so there's no way to filter them based on what they contain. Is there any way you can get the mod to add Item Packages for each item? For example Copper Bar Item Package and Macerator Item Package, etc. If this is possible, obviously it would be great if you could auto-generate the Item Package types, including ones for mods that are active without having to hard-code them.
Then I would have to enter 3 new versions of each item in the xml files. Of course that's possible, but that's not my way of modding.
Any modder is free to indentivate my packages with a simple method that I am readily willing to pass on.
https://steamcommunity.com/workshop/filedetails/discussion/881828293/1742229167224074681/
If you are only interested in filtering for item type(not size), you are welcome to use: https://steamcommunity.com/sharedfiles/filedetails/?id=1538655721
If filter by package size need I would be willing to add it to this filter mod.
https://steamcommunity.com/workshop/filedetails/discussion/881828293/1742229167224074681/
Is there no way to write code that would work something like this?
Obviously this is more pseudo than code. I don't know anything about how the game is structured, or what it's written in, or what modders can see as far as items added by other mods etc, so I could be being incredibly naive, but it seems like this is something that could be programmed to write itself. If the game reads in its items from a file, it should be possible to write code to read over that file and add appropriate lines to it. I ask only because this would solve the problem with the transit falcors and vanilla filtering instantly (without you having to add to your filter mod to get around it) and on the surface it seems simple enough. Maybe you can tell me why I'm wrong?
For this you should read the mod guide in FCE folder(\Steam\steamapps\common\FortressCraft\64\Default\FortressCraft Evolved Modding API.pdf) and ask for help in discord or fce steam forum.
https://discordapp.com/invite/0kQmw4GKk6Zzpj2w #modsupport
https://steamcommunity.com/app/254200/discussions/
I'm not one of them, especially not when it comes to hundreds of items so thousands of xml lines, I'm sorry.
And mod items can not be packed either, or you have to rewrite the files over and over again.
location item = 3x 64bits
charged item = 1x 32 bits
I need 1x 8 bits(itemType), 2 x 16 bits(cubeType, cubeValue), 2x 32(itemID, count) bits to store everything.
2. Charged items are also deleted.
Test it yourself, charge a bomb and store it with the method. You will find out that it is empty then....
This bug is known and the developers do not care, because it is too insignificant. There was someone recently who complained that he had lost 1/2 million Engergy.
If you want to write a xml mod, just do it.