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FORTIFY News

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.


Update 126 - door controller madness


The new door controller inputs are in plus placement on all door types. Unfortunately fortify doors open/close by swapping mesh so controllers don't move (yet?), this was already very time consuming.
You can pass through them in walking mode.

- included other changes from the rust update

- increased scroll wheel multiplier (accelerates rotation with scrolling frequency)

- updated barricade cover model

- more accurate SAM site and wind turbine placement colliders

- finally added the extra memory cell light

- fixed bugged foundation sockets when using extend

- mostly fixed battery panel slider dragging

Patched in already:

- added large planter snapping, can be rotated after placing

- added visible collider for wind turbine

- fixed double timer bug with activating from panel

- more electric device info updates while mousing over said device


Keeping up with rust lately has been a lot more work than I expected after so many years.
Please help make it worthwhile by spreading the word about fortify if you're enjoying it.

Update 125 - electrical changes


Added all the new Rust electrical changes plus fixed some small inaccuracies/bugs along the way.
Check out the full list of changes here:
https://rust.facepunch.com/news/waves-of-change#ElectricityChangelog


- fixed IO cubes being incorrectly hidden sometimes when deleting or adding a wire

- fixed wind turbine height power calculation not happening

- fixed missing text on the auto turret and SAM panel

- fixed HBHF placement collider being too large

- added the medium and large animated neon signs

- fixed "level camera mode" toggle not taking effect without exiting options

- allowed for hide floors controls in screenshot mode (reminder that page up/down controls level)

- fixed raid mode sometimes being bugged in the iceberg scene

If you come across anything that seems wrong please let me know, lots of time was spent testing but it's never enough.