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1.630 Update - roof corners


Roof corners are finally in! So much work for such a small addition. Still needs a few edge cases fixed but it's pretty close overall. Feedback on this would be helpful.

- triangle roofs now halve adjacent walls

- added mixing table

- added fluid switch pump

- fixed a copy-paste offset bug with triangle roofs

- water pumps and fish traps can now be placed anywhere in the flat scene

Expect another patch with the latest Rust changes next week.

1.629 Update - accuracy improvements, water pump and startup crash fix?



EDIT 3: Roof Triangles are in plus a few other fixes

EDIT 2: Issues are fixed and it's released again. Forgot to mention that spiral landings are now conditional.

EDIT: The patch had to be rolled back due to issues with the new version of unity, check back soon.

- added water pump, more water work to come

- new visible trigger areas for tesla coil, sprinkler, and flame turret, double click the part for these to stay on

- finally upgraded to Unity 2019 to hopefully fix startup crashes which have been reported a lot lately, the mac version now requires OS 10.12+

- improved roof wall conditional system, way too much work, biggest improvement is deleted parts above a roof wall will trigger a check to see if the wall should now be halved

- floors at half height next to roofs are now red blocked

- improved structure connections check which is more accurate to Rust, this affects the TC selection tool in edit mode and the TC radius tool

- added toggle to include deployables with TC selection tool

- adjusted minicopter collider, now more accurate where it can fit

- small water catcher collider now larger

- signs now use center placement and check if overhanging too far

- placed walls can be now be rotated in build mode (only edit mode before)

- added corner overhang checks to more deployables


Who wants a modular car system added?

1.628 Update - modular cars and lift



- added the 3 sizes of modular cars, will probably be doing more with this eventually

- added modular car lift in the electric parts panel

- updated models for external wooden gate and wall

- fixed a bug in edit mode where you could only delete if not moused over a part

The place panel is getting a bit long to sift through. It might be time to have more sections like electric parts. Any suggestions for this, modular cars or anything else is always welcome.

1.627 Update - accurate foundation proximity check



- improved foundation proximity check system
For those unfamiliar, this red blocks foundations while placing if too close to others to prevent wall stacking. Before this was my best guess at replicating what was happening in Rust. Now I have access to the actual code so it should match up perfectly. It can be disabled using free place under placement options.

- added the big electric red button that allows passthrough for 5 seconds

- changed how the TC radius tool works, allows for changing modes (place/build) and it stays toggled

- added "on surface" checks for the heater, dropbox and a few more large deployables

- fixed roofs not allowing for placing floors above in both directions

Expect another update next week with the vehicle lift.

Oh and the electric upgrade DLC is currently on sale which supports continued Fortify development.
https://store.steampowered.com/app/1100550/FORTIFY_ELECTRIC_UPGRADE/

1.626 Update - smart devices and wall changes

- added smart alarm and smart switch

- all wall parts are thicker to match 4.0 changes, if anything seems wrong let me know

- each shortcut part group in the build menu now saves the last used part and will switch back to that

- added more overhang checks that match Rust deployable placement limitations

- fixed placing on floor frames, some parts still need overhang checks though

- fixed a bug with steps switching to ramps while placing

- fixed ramps not always detecting floors/foundations below

In case you missed the Building 4.0 update:
https://store.steampowered.com/newshub/app/505040/view/2241051024560474857