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!
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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
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[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
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[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.
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[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.
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[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.
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[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.
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[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
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