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FORTIFY News

Update 133 - more deployables


- added stationary ballista

- added card and blackjack table

- added frontier planters: bathtub, minecart and railroad

- added pattern sofa

- added barbed wooden barricade

- added conditional roof bottom piece

- added field of view slider to options, changed the default FOV from 65 to 70


- added visual placement collider for high externals and carlift

- fixed the file list date sort using date created instead of modified

- root combiners can now be placed after splitters

- added IO outline color picker to options

- fixed autosave frequency option not saving

- cull distance option now hides parts at 30m instead of 50

- fixed tool cupboards with new skins not importing with copy-paste saves

- fixed sentry interference range material causing weird pixel wiggle effect

- holding alt while rotating with Q/E rotates 15 degrees instead of 30

Good news! After much effort I finally managed to get the complete picture of all the stored info, colliders, and physics layers used by each rust prefab that determine it's allowed placement and what it blocks. Fortify is close but definitely could use improvement in this area. It will still take a lot of prefab and code changes but it's been a goal of mine for a long time.

Workshop design used above:
https://steamcommunity.com/sharedfiles/filedetails/?id=2563665094

Update 132 - autosave



- added garlands (wall frame, doorways, and windows) and the white Chinese lantern

- added autosave functionality, saves 3 files before overwriting those (remember to save a new file after opening!), the frequency can be set in options, default is 10 minutes

- adjusted scroll wheel rotation to be lower at first but accelerates faster than before

- pressing Q/E now rotates 30 degrees instead of 5

- added a slight rotation snap when placing deploys on floors/foundations making wall alignment easier


- added an outline material to IO cubes to match the colored arrows now in rust, green input and blue output, color customization will be included soon

- added electrical device changes from rust update: fully charged battery outputs, more devices with wall rotation, storage monitor passthrough and more

- improved electric code, mostly to do with more accurate usage in some situations but also fixed timer pulsing not working and other small bugs

- electric lights are now enabled while placing

- added visual limited building area for large furnace

- optimized copy-paste export, only noticeable with very large saves

- fixed a move tool bug that could occur if selection included foundation steps

- fixed half height foundations not being red blocked when placed against a wall frame

- part picker tool now hides placement part while using

Happy holidays everyone! Fortify and the electric DLC are currently on sale through January 17.
Upgrade or give the gift of Fortify for less this holiday season.

Slightly modified this workshop design for the image above:
https://steamcommunity.com/sharedfiles/filedetails/?id=2669252080

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