Patch 22 now available!

FortressCraft Evolved!

FortressCraft Evolved is a unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines.

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! [h1]TL;DR[/h1] [list] [*]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! [/list] 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. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/45c38333f686d58c664f9c8f1b79c7dd527a453a.jpg[/img] [h1]Performance[/h1] [list] [*]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 [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/538e0446fd8e0b33f7ae7c109e7abeeafa29f85c.jpg[/img] [h1]Quality of Life[/h1] [list] [*]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 [h1]enter /detail bloom enter enter[/h1] [*]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 [/list] [h1]Fixes[/h1] [list] [*]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. [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/02e88aea43cbb67d5f7afb1bd75ed2658b07a0e3.jpg[/img] [h1]New things![/h1] [list] [*]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. [/list] [h1]Handbook[/h1] [list] [*]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. [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/8d01490fb1a0ad984e5f159066b976c7faf0bc9b.jpg[/img] [h1]Fixes[/h1] [list] [*]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. [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/e01075b04feeecd31bd7287be02c9e19eb674f34.jpg[/img] [h1]Freight Carts[/h1] [*]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 [/list]