1,320 Commits over 305 Days - 0.18cph!
Improved how we determine the best snap position to fix a bunch of clunky placement issues
Fixed easter egg hunt missing phrases
Disabled snapping when in a building blocked zone
Added door count, upkeep screen pagination and decay warning
Fixed tesla coil draining 0 power on small batteries
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered
It will not generate and pulse 1 power when lowered manually
When both aux inputs are powered, the one with the highest power taakes over
Merged electricity_power_fixes/randswitch to Aux2
Merged electricity_power_fixes to Aux2
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
Fixed fuel generator aux inputs draining power
Rounded upkeep timer minutes
Changed upkeep timer format
Removed counter power consumption and active usage (for real this time)
Increased max target number from 100 to 999
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
Force update passthrough UI when switching between an input/output handle
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Fixed auxiliary outputs messing with how we calculate power drain
Fixed memory cell power passthrough being showed on both outputs
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
Exposed the total number of boxes and tweaked their spawn order
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
Reversed RAND switch behaviour, passes power when on and resets to off
Fixed pressure pads blocking power passthrough for a bit when triggered
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Fixed batteries draining more than the current energy they receive
Merged electricity_power_fixes to Aux2
Merged io_entity_snapping/fixes to Aux2
Fixed memory cell still consuming 1 power
Fixed switch and smart switch green/red lights feedbacks
Fixed smart switch handles not working
Fixed AND, OR, XOR switches green/red lights entity flag toggle
Merged electricity_power_fixes/ceilinglight to Aux2
Merged electricity_power_fixes to Aux2
Flagging more IO prefabs as snappable
Adjusted timer deployment restrictions
Fixed button being deployable in weird places
Fixed smart switch output handle position
Fixed ceiling lights being powerable using only 1 power instead of 2
Removed button active usage and power consumption
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
Prevent electrical branch from draining power when nothing is connected to its left side
Fixed IO button bounds mismatch
Merged main to io_entity_snapping
Merged main to electricity_power_fixes
Counter consumption and active usage back to 1 unless it is set to show passthrough
Fixed counter output pulling power when it is below counter target value
Changing the counter's target value now refreshes the circuit