FortressCraft Evolved! - DjArcas
If you still play FortressCraft:Evolved - read this!

If you don't play any more, but you have a save game that you might one day decide to go back to, and look at with the horror 'What WAS I thinking?', read this!

If you aren't ever going to play Evolved again, but are excited for Phoenix, then head over to #fortresscraft2 our Discord - and if you're SUPER-excited for Phoenix, then head over to https://www.patreon.com/ProjectorGames to help out. Thanks again to all the Patrons helping this continue to keep development going.

Speaking of which! @JaJaTec asked me in the PatronsOnly channel - "Will FortressCraft Phoenix have Cloud Save support?" and I went "Why yes, of course, Steam have vastly changed the rules around Cloud Saves, so it'll be trivial!"

"So why haven't you done it for FortressCraft Evolved?"

Because... I didn't think of it?

Oh... yeah. Good point.

So, I shall be flipping on Valve's support for Cloud Gaming for FortressCraft on or just after August 1st.

IF YOU HAVE A SAVE YOU CARE ABOUT PLEASE MAKE A BACKUP OF IT.

I don't expect this to go wrong. I suspect it will work perfectly and have no issue at all. HOWEVER, I've worked with computers my entire life, and 'hoping' it'll work is a terrible plan. So - BACK YOUR WORLDS UP.

I mean, you should back them up anyways. Back up anything you feel is important to a computer that's not in your house. Just good advice.

You're limited to 10 gigabytes and 10,000 files. If you're running with compression turned OFF, you may run into this. Keeping the default Compression on will solve this.



If you have worries or issues or concerns, speak up now!

Anyways! FortressCraft 2 is still moving along, tho I'm super-struggling with Unity, and I always have a bunch of other projects on the go. Check out the channels if you haven't!

Love and kisses always!

DjArcas
FortressCraft Evolved! - DjArcas
As 2019 draws to a close, I thought I would drop you a few notes.

First of all, a reminder that we have a very active Discord : https://discord.gg/advmf8S - there's always someone there to answer questions, give advice on builds, or help you solve issues. I'm literally always there if you feel the need to ping me.

Second, I've only gone and released another game! Summed up as 'Gauntlet meets Pikmin', it's essentially a cutesy version of how it felt to play a Necromancer in Diablo 2. Check it out!

https://store.steampowered.com/app/290180/Gnomancer/

Thirdly, a reminder that works has been bubbling away on the next in the FortressCraft franchise, tentatively entitled FortressCraft : Phoenix. Purchases of Gnomancer, PacketStorm, ADATPR and FortressCraft's DLC directly contribute towards its development.

Fourthly, a reminder that the most direct way to contribute towards FortressCraft Phoenix is via Patreon : https://www.patreon.com/Fortresscraft

Aaand fifthly and finally - Patch 25 is now live for everyone. This combines a ton of fixes and has been collected over the last year. This means that a Maintenance P26 patch will sneak it's way onto the forum at some point, but, genuinely, the number of bugs reports to me on the Discord is really minimal now.

See you next year, next game, next time, next batchannel.

Patch notes :
  • Mynocks can no longer spawn below +32m when on Sky Islands
  • Freighters now reject items for assigned station needs that they can't serve
  • some smaller Handbook updates and additions to entries.
  • Fix to Falcor lockup when returning with a null item.
  • Fixed exploit with stacked Grommets
  • Updated WFE clearlist
  • Fix for turret lasers getting stuck on
  • Fixed 'Mobs killed' spam
  • SpiderBot should no longer fly away
  • Fixed link to correct DLC page for TAP
  • Ensures Patreons get research access to TAP DLC scan
  • Carts with no accessible destination that have an assigned station now properly set their error state
  • Fixes NRE unity thread crash with ForcedInduction on modded smelters
  • Fixes to All-Ore mode to make it a bit more playable
  • serveroverrides.ini now has the autopause and listpublic in the example file
  • MissionManager has the superbuild mission hooked up to translation support some new Chevron handbook files
  • updated the master_language_data.xml to have more stuff ...
  • Freight handbook update
  • Corrects icon display of freight stations in the system monitor
  • Several Freight bug fixes
  • Minor freight UI polish and fix for carts not entering reserved station
  • Turn off FreightCartStation mbWaitForFullLoad...
  • Fix to Carts Idling on world restart
  • CCW and CW fixed/switched on recipe descriptions for conveyor curves
  • Canvas now says it made form paste and not Rought hew rock
  • Fix to make "Collect Research" button appear if research finished while the machine window is open (no more having to close and re open it)
  • Calling player.TeleportTo on host no longer causes the host to teleport regardless of the player object
  • Fix for hosted player hotbar getting items added to it when client player picks up new items.
  • Fix for hosted player hotbar getting items added to it when client player picks up new items.
  • prevent the creation of orphaned Unity objects of drop items when the segment drop item queue is full (dropped cubes stuck floating in air problem).
  • Adv Teleporter now tells clients about removed machine deleted destinations so they get taken off the list.
  • Fix belt re-facing distortion against a different face (first belt against Y second against wall)
  • Prevent a workshop mod with a bad mod.config id and/or name from blowing up the mod panel script.
  • Fixed basic ore smelter handook
  • Barkeeper now knows about its placement blocks WFEMK2 and MK3 now have the correct amount of power usage in the handbook. All changes requested by Madvandal
  • Fixed GPS unlock
  • LPTs can now fire through Energy Grommets
  • Fixed NRE in FreightCartMob caused by HopperInterface OfferItem being dropped on update
  • Fixed error flashing on FreightCartStation to correctly error only when there are less than 3 nodes in the network... again...
  • Lidgren changes for IPV6
  • changed decriptions for the Ore carts as the capacity is different from the Handbook. (may have missed one or two) Chevron renaming if different files
  • Madvandal fixes to conveyors

Thank you to Mad Vandal, Tobmia, Zebra and Steveman0 for their continuing support and help - as well as anyone else I forgot!
FortressCraft Evolved! - DjArcas
Here's patch 24 for you, and also, Merry Christmas! I hope to see you all in the future!

SkyIslands Fixes
  • Slightly reworked Ore spawns on Sky Island to be wider and more reliable:
  • 450-530 - Nickel
  • 380-450 - Gold
  • 280-350 Titanium
  • 220-270 Crystal
  • Previously Nickel was very-likely to overwrite Gold - they now exist in separate band.
  • Altered T4 spawn density

All-Ore fixes
  • T4 ores now spawn separately to T2, meaning it's possible to progress
  • T2 ores have improved spawns

Skins!
  • Added Adventurer's Garb skin for TAP owners
  • Added ADAPTable skin for ADAPTR owners

Spiderbro!
  • SpiderBot's knees should no longer go wrong.
  • If SpiderBot's knees DO go wrong, they should fix themselves in short order

Technical stuff!
  • You should now be able to enable multiple new mods and not worry about the security confirmation dialogue failing. (thank you MV)
  • Mods now support Tags - just add <Tags>Cats,Dogs,Mass Hysteria</Tags/ to your Mod.Config (Thanks PC)
  • Added IPV6 Support (Thanks to TechPizza and Zebra). This does not support IPV6-only setups - the server can still only transmit and receive on IPV4. NAT should take care of this. The other situation that will not work is an dual-stack IP server where the client on a LAN attempts to connect via IPV6. Utilising Name Resolution on LANs should work, as it will default to IPV4. Internet IPV6 resolution where NAT is available should work fine. IPV6 VPNs won't work, but they wouldn't have worked before either.

Misc!
  • 'Fix' for incorrect Conveyor ReadyForConvey flag for network clients
  • Fix for corner Conveyors for network clients.
  • Fixed MFP preview not correctly removing hurtboxes/lights under all circumstances.
  • Mass Storage now correctly culls inside Rooms
  • Mobs should now correctly cull on raycast blocks
  • Fixed Main menu text issues, added ADAPTR link
  • Added catch for Recipes with CraftData with 0 entries needed
  • Fixed Patreon-URL when user attempts to build Adventures Mode block
  • Minecarts are now recoloured to match Freight carts, with the colour order being Green,Blue, Purple, Orange
  • Icons have been recoloured to match
    Thank you Mad Vandal for the Corner conveyyor fixes.
  • Make carry objects added through AddItem on basic/regular curved belts start at 0.5 offset and facing the input direction.
  • Slows carry object turn speed on basic belts to 0.8 so animation turn speed meshes better with the forward speed and more real.
  • Added curved and sloped belts to those subject to cold/toxic penalties.
  • Working MFPs now have text to show you that they've completed their work. (SP only)
  • Fixed issue where network clients would not use up power when teleporting via Advanced Teleporters.
  • MK4 guns now use ExceptionalOrganicLens, not PerfectFacetedEye
  • Organic PSB now uses Lense, not Eye.
  • Potential fix for bad timing when teleporting into and out of and between Rooms.
  • CPH tutorial should no longer be around for Network Clients.
  • Fixed Airlock rendering, easily turning this game into GOTY.
  • Developed final Bootstrap screen :-(
  • Added Adventures Pack signs to Main menu
  • Fixed issue with ConstructoBot permissions
  • GPS no longer shows coords when CPH is offline.
  • GPS works for Patreons.
  • The Adventures Pack is no longer referred to as 'Forthcoming'
  • MFP should no longer disallow building under odd circumstances when network clients
  • Freight Filter Window should now correctly work as a network client
  • ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
  • ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
  • Freight Carts permission is now correct for all owners
  • Rail Gun permission is now correct for all owners
  • Robots permission is now correct for all owners
Dec 22, 2018
FortressCraft Evolved! - DjArcas
So before I finally say goodbye to FortressCraft, I do want to ensure it's in the best state I can get it to. To that end, there's planned to be one more patch, with a few important longevity and 'most-demanded' fixes.

So we have IPV6 support, a fix so SpiderBot doesn't suffer from a permanent broken knee (just occasional ones!), 2 new skins, one for TAP owners, one for ADATPR owners, mod Tag support, and imho most importantly - conveyors work properly in network games again.

If you're having ANY problems at all unlocking Adventures Pack stuff, please opt into the test branch, it should be perfectly safe.

You can get full details here : https://steamcommunity.com/app/254200/discussions/0/1742228532896639848/

And if you need that ADATPR skin in your life, grab it from here : https://store.steampowered.com/app/516570/ADAPTR/

The patch should be available just around Christmas - I want to get the 'Lasers can fire through Grommets' fix a little better first.
Dec 12, 2018
FortressCraft Evolved! - DjArcas
..was totally working perfectly during testing, but as we all know, no plan survives contact with the enemy!

I've release a Win64 patch into the Staging branch tonight - this has a number of fixes, and should alleviate most of the major issues that have come up. I'll be doing an all-platforms build to match this overnight, and will push it live tomorrow, unless anyone notices anything horrifically wrong!

Please feel free to opt into the Staging branch if you've been having any issues!

  • Fixed issue with ConstructoBot permissions
  • GPS no longer shows coords when CPH is offline.
  • GPS works for Patreons.
  • The Adventures Pack is no longer referred to as 'Forthcoming'
  • MFP should no longer disallow building under odd circumstances when network clients
  • Freight Filter Window should now correctly work as a network client
  • ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
  • ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
  • Freight Carts permission is now correct for all owners
  • Rail Gun permission is now correct for all owners
  • Robots permission is now correct for all owners
Dec 10, 2018
FortressCraft Evolved! - DjArcas
I'm aware of the permissions issue that some of you might be seeing with The Adventures Pack. I'm currently streaming here : https://store.steampowered.com/app/254200/FortressCraft_Evolved/ and my PC is building the builds in the background! Should be live soon!
FortressCraft Evolved! - DjArcas
If you've followed me at all on Twitter, Discord or any of my Streaming Adventures(tm), you'll know I blimmin' love FortressCraft. If it wasn't my game, I'd play the crap out of it, and pester the Dev to fix all the stuff that annoyed me. Thankfully, I *am* the Dev, so I can already fix everything that annoys me... given infinite time at least.

Sadly, I've been working *so* much on FortressCraft over the last couple of years that I've slipped behind on my other obligations - I've put these off as long as I've been able, but I've had to spend the last few weeks finishing off something I started some 4 years ago. To that end, I'm proud to announce that ADATPR is finally done, shipped and released.

https://store.steampowered.com/app/516570/ADAPTR/

Once the dust has settled down, and any patches emerge from the great unwashed playing my delicate game, I'll be on the final run for the Adventures Pack - it's pretty much done barring odds and ends, and the Patreons have been cheerfully breaking things and making me fix them. Watch this space!
FortressCraft Evolved! - DjArcas
Different days can provide wildly inconsistent amounts of work. Some days I can get half a dozen new machines in. Other days, I can spend looking at one line of code and end up achiving nothing. This month has been one of the latter months; after the end-to-end playthrough that took about a month for P20, this month has been a consolidation of all the new things. And just a couple of shiny toys for everyone. The handbook has also received a ton of love - if there's any entries for non-obvious machines missing, please let me know!

TL;DR
  • Launch the Railgun to unlock the GPS (Adventures Pack)
  • Use Hive Brains to craft Hive Agitators to get more Resin. (Adventures Pack)
  • Use AntiGrav-tubes to move vertically without risk of dying.
  • Colour-coded Freight Tracks (Adventures Pack)
  • Advanced Teleporters! (Adventures Pack)
  • Context Help overhaul
  • Massive performance improvements to threaded work.
  • Added a 14-page handbook entry, covering the complete game, from your first steps until the RailGun. Feedback wanted!

The Adventures Pack is planned for release in P23 next month; my work until then will pretty much be polishing and fixing issues with that, as opposed to adding anything new.



Performance
  • Altered HBAO to be dynamic based on framerate; this should heavily improve framerate for 1440p and 4k users.
  • Fixed a performance issue on Fabulous and above when many Airlocks were nearby.
  • Performance improvements to animated plants
  • Performance improvement to ConstructoBots when not visible.
  • Fixed Instancing on a large number of plants
  • Fixed a potential issue where plants clearing themselves up would massively overload the Build Orders.
  • Tunnel Nukers will now delay and re-try explosions on successive frames as opposed to locking the mob thread up.
  • Item simulation has been spread out over a number of ticks, and should use approximately 500% less CPU time.
  • Significant memory and performance improvements disk queuing. This should alleviate a number of microstuttering bugs, as well as improve worst-case memory usage.
  • Fixed an issue where exiting the game shortly after running around in a new world could cause a long exit queue time.
  • Plants now smartly request segment saves, as opposed to forcing save too often
  • Tunnel Nukers should now try a little harder to pre-page their segment
  • Tracking of orphaned Build Orders and executed Build Orders
  • Made ArchiveManagement Lock a non-blocking call, meaning no long gaps where SegmentRequests can't be serviced. TL;DR, a queue is much smaller than it used to be.
  • Optimisation of Shifting and Population, reducing the worst-case scenario from ~180,000ms down to 80ms. This is not a typo.
  • Teleporting should be virtually instant for single-players now
  • Complete rework and new caching system for the GetSegment code; this is an exceptionally risky change, but should provide enormous performance benefits.
  • Fixed performance issue with Electric Lights when inside rooms
  • Reduced Good from 10 segment draw distance to 8 segment draw distance, to see if any issues from this thread are resolved : https://steamcommunity.com/app/254200/discussions/0/1760230157503109103/?ctp=3



Quality of Life
  • Added ToneMapping and EyeAdaptation. I don't like the look, so it's disabled by default. When Bloom is off, this turns on, adding to the 'low contrast' look. Simply type
    enter /detail bloom enter enter
  • Medbay now ticks longer, to avoid any timing hiccups on busy worlds
  • Heists now attempt to inject power boosters and ampules to the player's suit inventory first if slots are free
  • Heists now have a configurable limit for injection so you can prevent them from injecting beyond a defined inventory quantity - enables stocking you with a handful of the essentials when you pass by
  • Tweak to heists to support all suit items for all your clumsy suit replacement needs :D
  • Repeat button should now work again on the Manufacturing Plant
  • Paintable variants of blocks should now be placeable if the base block is craftable.
  • Blueprints requiring DLC packs will now be colour-coded in the Manufacturing Plant.
  • Researched/Available counts on the Progression screen are now actually correct.
  • Removed a large number of archaic Console commands, meaning that the help is readable again

Fixes
  • Altered HBAO system so color-bleeding is modulated by depth. TL;DR you won't see weird glowing blocks within the fog.
  • Fog distance is now much more dependent on detail and bake amount, giving a significant draw advantage to higher detail settings.
  • CC plants rendering improved
  • Fixed GPS readout
  • GPS now goes offline if the CPH is destroyed on Important CPH mode.
  • Fixed CCCCC rendering
  • Fixed Toxic plant rendering
  • Fixed animated plants in CC
  • Advanced Teleporter should now work correctly networked (TY MadVandal)
  • Fixed TryExtract to stop taking additional items after it has one and it's an ItemSingle (Ty Pacasa)
  • RecalculateAvailableStackHeight(bool periodicCheck) modified to allow clients to visually update when periodicCheck is true.



New things!
  • Added Techno Anti-Gravity Lift for Frozen Factory Owners
  • Added Rainbow Anti-Gravity Lift for Dapper owners
  • Added Predator Anti-Gravity Lift for Adventure Pack owners
  • Added Basic and Regular Corner Conveyors
  • Added Basic and Regular Conveyor Crafters!
  • Added Hive Agitators - build within 32m of a Hive and feed with power to cause the nearest hivemind to grow. (Adventures Pack only)
  • Added MK4 turret as a multi-block upgrade from MK3s, using Purple (Boss/Perfect) eyes and some Alloyed Blocks. Yes, the turret from the trailer has been redone, made to work, and been made public. Sorry it took so long.

Handbook
  • An enormous amount of translation and handbook work from Zebra + co.
  • Updated Mass Storage Controller and CryoSpawner handbook entries.
  • Updated Energy Grommet handbook entry.
  • Added full handbook entries and guides for all 7 of the Mass Storage machines.
  • Loads of Handbook entries added and updated. Too many to list. Did I miss one?
  • Added Tools handbook entry, explaining all of the tools. This was submitted by a community member, but I haven't got a note as to who! Thank you, mysterious stranger.
  • Updated a number of handbook entries for clarity.
  • Ensures the machine 'hint' was displayed in the crafting interface
  • Updated a large number of machine's descriptions and hints.
  • Handbook fixes to AmpuleCrafters, Attack Scanners and Base Scanners
  • Welcome and First Night Handbook entries no longer display after 200 Base Rating.
  • Added context-sensitive subtitle to Handbook entries
  • Research Panel no longer always inserts itself as the Selected Machine in the Contextual Help Handler
  • Fixed an issue with the Contextual Help handler, due to the Translation team renamingUnknown_Materials to unknown materials.
  • Removed the unnecessary numbers from the short 'Contextual Help' page list.



Fixes
  • Dust in rooms will no longer be present if the room is correctly filtered.
  • Fixed all NonHelp console commands (so /coords works again!)
  • Macerator no longer incorrectly lists power
  • MagmaBore correctly displays power needs
  • Fixed invisible StockPort on initial build
  • Fixed AutoUpgrader with down slopes/corners
  • Resolved log spam due to error with slopes on delete
  • Fix to UI redraw spam for freight cart stations.
  • Fixes display of stacks of >1 million
  • Fixes cube stacks max stack size not being obeyed in Hardcore Inventory
    .
  • Fixed an issue with Advanced Teleporters when a network client.
  • CargoLifts that attempt to spawn into overloaded segments will now fail gracefully and try again.
  • Added QueueLength readout to the Server Monitor - if this is regularly at or over 200, your machine is beginning to struggle to keep up.
  • Implemented a Fix where MSIO ports were causing an exception when non-stackable items were used.
  • Fixed MSIO issue with ItemSingles
  • Railgun is now marked as part of the Adventures Pack.
  • Verified issues with CryoSleeping with no issues
  • Melters will re-awaken fluid even if it can't move.
  • Alloyed Assemblers are no longer part of Frozen Factory DLC (oops)
  • Researching an Unknown Material will now correctly display the information about researching it again.
  • Advanced Teleporters now available to Adventures Pack/Patreons - they do not work Networked currently, tho single-player should be just fine.
  • Added RailGun stat tracking
  • Fixed Scrap Track Junction rendering
  • Fixed a hopper exploit
  • Player will no longer be sent to look for Biomass once they have a Geothermal Plant.
  • Crystal and Lithium 'search' missions no longer trigger once you have Solar Panels
  • ARTHER PTG and Biomass 'comments' are also predicated appropriately.
  • Fixed Tutorial message sizes
  • Removed Copper Wire cost from Slopes, meaning a direct conversion is now available from regular Straights.



Freight Carts
  • Hooked up auto track colorer to the track pieces in the scene
  • Adds the color lighting update code for non-entity track pieces
  • Added ILightingDataUserInterface - this interface is attached to GOs to receive network lighting data updates
  • Added LightingDataOrderManager to pass the lighting updates to GOs on the unity thread
  • Added TrackAutoColor - a script that uses this interface to receive lighting updates for track color updates
  • Deleting cubes now check if they are tracks and queues a scan of the local track to determine if a freight connection was broken and will automatically trigger a grid reset
  • Added more verbose logging in FreightCartMob for some mystery errors recently reported to try to track down the source
  • Adds an error state for FreightCarts for when they can't find a place to offload excess (primarily to sync clients)
  • Adds necessary networking to support transmission of lighting data updates to clients
  • Adds AP DLC check and added tag for crafted items
  • Adds one way track to the AP DLC cube build check as they're of no use to players without the DLC (hidden to avoid confusion)
  • Adds depots and their cart contents to the freight system monitor grid display
  • Carts now tell depots if they can't navigate to them so they can tell the player there's something wrong
  • Blast furnaces no longer hint that they can connect to mass storage (they cant!)
  • Stations now only error for grids of 2 nodes (3 is minimum valid)
  • Junctions color by grid ID
  • Passes the entrydirection through to TrackPiece on create to cache for easy iteration





Jul 30, 2018
FortressCraft Evolved! - DjArcas
If you have a burning desire or feature or change you want in, then you're running out of time to persuade me and others -

https://www.reddit.com/r/FCE/comments/8h00yn/what_next/

Current top candidates are Conveyor Corners, the MK4 turret and anti-grav ladders.
Jul 23, 2018
FortressCraft Evolved! - DjArcas
These days, of course, it's impossible to ship anything without breaking something, despite the tireless work of the testing crew, telling me how broken I've made anything - so therefore, have a tiny patch!

Fix List
  • Fixed endless 'Base Destroyed' message, which was due to the new UI
  • Reduced cost of Upgrade Cargo Lifts to be more in line with P20 costs.
  • Freight Carts research should now be correctly gated behind Adventures Pack or Patreon access
  • Fixed erroneous "Please purchase the Adventurers pack to continue" to people who have just built the MagmaBore.

Patch 22 goals:

  • Corner Conveyors
  • Advanced Teleporters
  • MK4 Turret
  • GPS

As well as continued polish, placeholder machines removed, and optimisation. See you next month! (Or, you know, sooner on the Forums, Twitter or Discord)
...

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