userElliotHcancel
branchrust_reboot/main/PlayerMaintainedMonuments/water_treatment_plant_maintainablescancel

53 Commits over 30 Days - 0.07cph!

3 Days Ago
Water Treatment Plant S2P with hlods (if something goes wrong, this is safe to revert)
3 Days Ago
updated scene with lighting changes, removed junk clipping into water tank blades
3 Days Ago
hook up water treatment plant lighting to powergrid generator
3 Days Ago
merge from PlayerMaintainedMonuments
3 Days Ago
merge the 3 watercatcher entities on the water pipes into 1 entity with 3 outputs tripled the water production stats to match
3 Days Ago
merge from PlayerMaintainedMonuments
4 Days Ago
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither Fix watercatcher flag conflict added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"
4 Days Ago
merge from PlayerMaintainedMonuments
5 Days Ago
fix waterpipes audio order of operations - multiple spouts were playing duplicate audio, using silent prefab variant - fixed audio happening when water was in spout, but not producing (now it wont) - extended preventbuild volume lower - try fix ambient audio pool error - manifest
5 Days Ago
merge from PlayerMaintainedMonuments
6 Days Ago
6 Days Ago
revert terrain anchors, was causing no pipes to be spawned
6 Days Ago
add more terrain anchors to accomodate new model terrain
6 Days Ago
move waterpipe in WTP scene + S2P WTP
6 Days Ago
integrate waterbody shader with water tank spinup time add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>" remove unused prefab reduce size of colliders on water spouts
6 Days Ago
merge from PlayerMaintainedMonuments
7 Days Ago
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
7 Days Ago
merge from PlayerMaintainedMonuments
10 Days Ago
Water pipe dripping effect only happens when there is water in the catcher AND is not pushing water to anything added 2 more spouts to each pipe, lowered rate of water production
10 Days Ago
merge from PlayerMaintainedMonuments
11 Days Ago
re-order component placement to fix road terrain creating issues with pipes
11 Days Ago
stronger terrain adjusting on water pipes
11 Days Ago
fix water pipes sounds not playing
11 Days Ago
merge from PlayerMaintainedMonuments
12 Days Ago
water pipes fixes - raised terrain around the corners (hide the sharp edges) - lower terrain in center (creates a small ridge-like effect, makes it more noticeable) - spawn lower in the ground - add terrain hole for center
12 Days Ago
merge from PlayerMaintainedMonuments
12 Days Ago
merge from PlayerMaintainedMonuments
13 Days Ago
scene with prefab updates + S2P for WTP monument
13 Days Ago
wtp maintainables fixes&updates - cant put water into pipes - fixed cant take water out of pipes through UI - gearbox switched to using Syncvar (cleaner) - gearbox fixed "" invoke - gearbox fixed double network update w flags - add ResetIOState for water pipe broadcaster - add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold - manifest - fixed collider on water spout of pipes - added a pipe to WTP monument, close to the spinner tank - increased max power output threshold of gearboxes to 150 - increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around) - 3 -> 2 gearboxes at monument, one on top of main silo, one on ground - improved debugging command for water treatment tank logging - prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc) - increased pipe frequency - tweaked pipe terrain generation
14 Days Ago
merge from PlayerMaintainedMonuments
17 Days Ago
add grass displacement to pipes
17 Days Ago
merge from PlayerMaintainedMonuments
18 Days Ago
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
19 Days Ago
WTP fixes - gearbox wheel turns smoothly - switched from prefab serialized values to server convars - added debug convar command to check current pressure of tank(s)
19 Days Ago
merge from PlayerMaintainedMonuments
24 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
tuned up pipe watercatcher: - added preliminary sound events - adjusted water generation rate - tweaked prefab
26 Days Ago
invisible water producer variant, applied to pipes, manifest
26 Days Ago
remove greyboxing from water pipe prefab w/ new asset
26 Days Ago
added maintainables to WTP monument scene + S2P
26 Days Ago
WTP maintainbles updates - gearboxes have max pwoer output optional setting - created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning) - placeholder sound code - renamed WaterCatched debugging convar to reflect new general state - removed testing debug logs
26 Days Ago
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch - some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes - it fixes most issues and removes all the jank flag-based entity toggling stuff
27 Days Ago
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
38 Days Ago
water tank pressure buildup w threshold debounce, increase pressure by turning gearbox valves
39 Days Ago
First pass on gear boxes for maintaining water treatment plant tank - Insert gears into gearbox - When gears are present, valve wheel can be turned - Turning valves increases pressure in water tank - WIP: Above certain threshold, tank is active and begins to produce water.
39 Days Ago
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes - option to destroy 1 passthrough item every x seconds, instead of decaying condition - option for locking inventory once passthrough items have been inserted (cannot be removed)