userFlaviencancel

1,170 Commits over 244 Days - 0.20cph!

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