Full notes
Full FortressCraft Evolved! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
- Balance
- Server
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
