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FORTIFY News

Update 131 - wallpaper and improved copy-paste



- added all the walllpaper plus one of my own design, these are applied (only on the weakside) from the edit panel

- added 90° angle snapping rotation for industrial/fluid parts when not on floors or ceilings

- finally added doorway and window trim

- added extend functionality for spiral stairs

- added a bit more model detail to some switch type devices

- added the missing industrial pipe color

The copy-paste plugin for Rust recently had a big update. Most relevant to fortify were elevators and industrial pipes now being supported. There's a new child entity system for certain parts that required a bit of work.

The follow changes are copy-paste related:

- made elevators and powered water purifiers compatible with the plugin changes

- elevators now correctly snap lower into foundations/floors, replace any from old files before exporting

- fixed elevators connecting to others through floors

- added door controller import with the plugin changes but exporting still needs more work



- fixed the missing color picker for the metal skin override in options

- fixed the wood skin override not applying

- added "device offset fix" to options, the origin position of a bunch of electric parts was changed in a recent Rust update, this fixes older copy-paste files on import

More could be done for copy-paste compatibility like adding a placeholder prefab so less is lost when transferring back and forth. Suggestions are welcome.

I definitely got bogged down with this copy-paste work which is extra frustrating because of the limited time I have for updates these days, would rather be adding cool new features.

Update 130 - new features and fixes



Spent some time on improving the resource count part list, each part now has it's own UI element.
When mousing over one, all of those parts in the scene are highlighted with a shader that draws over everything. Clicking the + icon selects all of that part type (unless using structure select).
There's lots of possibilities for other buttons/functions with this change and suggestions are welcome.

- added digital clock, click to test alarm passthrough

- the TC range view now uses multiple shades of orange for each selected structure, still needs an option to change height order (avoiding z-fighting)

- added a toggle to stability view to only show under 10 stability colors

- added missing industrial pipe colors from rust

- fixed tri spiral stairs blocking and being blocked by walls on the column side

- fixed extended walls/frames missing a section

- fixed double roof splash damage in raid mode

- added a proper placement collider to rugs

- fixed the mouse 4 tier change menu not working

- wallpapers aren't in yet, still determining the best way to do so

Patched in already:

- fixed saves with closed doors and no code lock not loading correctly

- multiplayer fix for other player parts not going away

- fixed scientist avatar not showing for other players

- fixed parts not being selected when moving mouse over UI onto part

Update 129 - ramp tier models



- finally added different ramp tier models with a center cutout material

- added the new elevator stack limit of 11 (6 before)

- fixed some elevator stack bugs after making certain changes

- fixed a bug with exiting edit mode not properly canceling the move tool if in use

- fixed bugs with swapping between certain camera modes

- fixed a walking mode bug that involved sinking into a roof when crouching on it

- more small bug fixes

Patched in already:

- fixed roofs not being added to symmetry if overlapping another

- fixed merging files with wiring

Update 128 - improved TC range mode



The tool cupboard range mode has been improved, see the ranges for separate structures at the same time, hide a structure's range and quickly update ranges after making changes. What's visible is now saved when toggling the mode off an on.


- added the motorbike

- fixed incorrect copy-paste file positions for switch type devices, splitter and timer, facepunch recently changed the origin position of these prefabs

- improved (more accurate) height check for ramps and the full model is now shown while placing

- adjusted mid wall placement collider thickness to not cover frames placed there

- fixed getting caught at the base of roofs in walking mode when trying to climb

- fixed a bug with vending machines not being placeable on top of walls (except doorways because of snapping)

- fixed tri floor frames not including parts when using extend




Give the gift of fortify or upgrade for less, both are on sale through July 11th.

https://store.steampowered.com/app/505040/FORTIFY/
https://store.steampowered.com/app/1100550/FORTIFY_ELECTRIC_UPGRADE/

Update 127 - seismic sensor



- added the seismic sensor, use it's panel to test different detections or click on it, I might make the visual range adjustable eventually

- updated a few things to match the rust update, most notably the 15% smaller medium battery

- all deploys that stay aligned on walls in rust should now match (electric lights, block shaped devices, fluid parts)

- added height adjustment when placing the refinery and large furnace

- fixed door controllers not being added to symmetry

- fixed disconnected door controllers when copying or exiting raid mode

- fixed some placement rotation bugs when using the copy/move "on wall" tool

- fixed small deploys not being added to symmetry when very close to others

- improved the large furnace model

Patched in already:

- added automatic door controller connection when replacing doors

- third person mode now uses level camera movement if enabled (in options)

- fixed walking mode when level camera movement was on

- fixed unpowered pressure pads not sending power when stepped on

- more accurate large water catcher placement colliders

- fixed door controllers not connecting to open garage

- fixed door controllers blocking wall parts in tri floor areas

- overlap replacing a door/wall frame will now remove any door controllers

- fixed door controller open input not overriding a powered close input

- added towel bag timer visual range

So I've started a buymeacoffee page, there's also a link in the fortify menu. It feels weird but the rust update workload continues to stay high and sales haven't been. Development will go on regardless.