FortressCraft Evolved

FortressCraft Evolved

Packer Mod
blabla  [developer] Mar 11, 2017 @ 6:27pm
Suggestions
Post suggestions here please.
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Showing 1-15 of 17 comments
TeeBee30 Mar 14, 2017 @ 7:49am 
You could add in the mod description the required pps for each machine and the time required to pack/unpack (if not instant).
Kleadron Jul 5, 2017 @ 3:12pm 
Is english not your main language?
the description has grammar issues
Last edited by Kleadron; Jul 5, 2017 @ 3:13pm
blabla  [developer] Jul 6, 2017 @ 2:29am 
Originally posted by Kleadron:
Is english not your main language?
the description has grammar issues
You are right, I have difficulties with foreign languages.
It is enough for me, if you understand it in terms of content. :)
Last edited by blabla; Jul 6, 2017 @ 4:10pm
Riven Jan 1, 2019 @ 6:41am 
Hey there! This is a pretty nifty mod. I like it a lot. I'm trying to use it together with the FALCOR Transit Network mod by Mad Vandal. My plan was to use Transit Falcors to move packages of 1000 ingots to factory blocks, packages of 100 infused coal around to places that use PTG's, and to move packages of 10 machines (batteries, lasers, turrets, etc.) to a mall-type building I've designed (but not built yet).

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.
blabla  [developer] Jan 1, 2019 @ 7:02am 
Originally posted by rhdabe:
Hey there! This is a pretty nifty mod. I like it a lot. I'm trying to use it together with the FALCOR Transit Network mod by Mad Vandal. My plan was to use Transit Falcors to move packages of 1000 ingots to factory blocks, packages of 100 infused coal around to places that use PTG's, and to move packages of 10 machines (batteries, lasers, turrets, etc.) to a mall-type building I've designed (but not built yet).

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.
Last edited by blabla; Jan 1, 2019 @ 9:33am
Riven Jan 2, 2019 @ 6:36pm 
Thanks! I will pass your identification code on to MadVandal and see if he feels like using it to make the falcors support Item Packages a little better.
Riven Jan 3, 2019 @ 12:22am 
I have poked Mad Vandal. Maybe he will respond. Maybe not.

Is there no way to write code that would work something like this?

for item i in AllGameItems add item called "10 " + i.itemName + " Package" add item called "100 " + i.itemName + " Package" add item called "1000 " + i.itemName + " Package"

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?
Last edited by Riven; Jan 3, 2019 @ 12:23am
blabla  [developer] Jan 3, 2019 @ 12:25am 
Sure you can write a program in any language to add hundreds of items to xml files. You can also enter them by hand, then no programming knowledge is necessary. That would be an other mod then.
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/
Last edited by blabla; Jan 3, 2019 @ 8:58am
blabla  [developer] Jan 3, 2019 @ 12:54am 
There are also some modders who like to write xml files.
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.
Last edited by blabla; Jan 3, 2019 @ 1:01am
Riven Jan 3, 2019 @ 2:27pm 
No problem. I understand. I will look into this and see if I can wrestle this can of worms myself. The API doesn't look that complicated. I haven't done anything with XML stuff before, but it also looks pretty simple. Thank you for your help!
Riven Jan 4, 2019 @ 8:07am 
I've been reading the API some more and I have a quick question. I understand that you somehow used the ItemLocation Type to store the package size and content for ItemPackages. Could you could have avoided the T-insert content deletion issue by using ItemCharge instead? Or does ItemCharge just not work in this case?
blabla  [developer] Jan 4, 2019 @ 8:38am 
1. The address space of the charged items is far too small.
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.
Last edited by blabla; Jan 4, 2019 @ 8:49am
Riven Jan 4, 2019 @ 4:42pm 
Okay. Gotcha. I was just curious. I'm probably going to try writing a GAC version of this, just using standard items to start with. Maybe that's as far as I'll get, but I feel like it should be possible to dynamically modify the Packer Mod's xml files via a plugin. That will definitely be harder, though, and it may not actually be possible to make it work the way I want it to, depending on everything, so I won't worry about it for now. Thanks for indulging my annoying questions :)
blabla  [developer] Jan 4, 2019 @ 4:50pm 
I do not know why I should spend days and hours to rebuild a clever working mod into a primitive version just because other mods can, but wont support it.

If you want to write a xml mod, just do it.
Last edited by blabla; Jan 4, 2019 @ 4:53pm
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