13,656 Commits over 2,741 Days - 0.21cph!
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
Compile out pipe mesh renderer on server
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
Adjusted LOD levels of industrial entities
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch)
Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers
Attached sprinklers can still fully drain a liquid container
Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
thumb_up
29
thumb_down
10
Increase distance daisy chained water catchers can deposit their newly created water
Fixed chains of water storage entities sending excessive entity updates when chained together
Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities
Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
Replaced conveyor toggle input with Turn On and Turn Off inputs
Cleanup
Modified save data structure
Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
Fix not being able to place deployables on top of industrial pipes
Fixed some filter pass/fail passthrough issues on the conveyor
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
Fixed storage adaptor being invulnerable
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens)
Industrial crafter now needs to be empty before it can be picked up
Electric furnace description tweak
Simplified some recursive behaviour on the conveyor
Fixed some passthrough issues with conveyors
Protocol++
Fixed some pipe prevent building volumes lingering after a connection has been removed
Shrink industrial icon on crosshair when looking at an industrial slot (was overlapping some text)
Pool the industrial pipe prevent building volume
Added two new slots to the locker, each slot corresponds to a different partition in the locker
Fixed conveyor not properly processing items that don't stack
Don't allow industrial pipes to pass through walls
Pipes are still allowed to pass through closed doors
thumb_up
57
thumb_down
33
Vending machine loot panel will now attempt to remember current buy amounts when refreshing due to the vending machine inventory being modified (old bug, but made worse by industrial inputs constantly refilling vending machines)
Add Turn On and Turn Off inputs to crafter (toggle input is unchanged)
Fixed filter pass/fail outputs staying active after turning off a conveyor
Added an extra slot to each workbench for industrial crafters
Fixed crafter not being able to craft blueprints that require more than one full stack of an item (eg. high external wood walls require 1.5k wood)
Crafter can now start a craft if required ingredients are split across slots
Fix electric furnace not properly declaring input/output slots
Fix storage adaptor lights flashing once when getting placed
Fixed subsequent storage adaptors in a chain of storage adaptors not flashing green when receiving items