13,656 Commits over 2,741 Days - 0.21cph!
Allow conveyors to reach beyond a storage adaptor when looking for inputs, can now chain together multiple containers without need for a combiner
Conveyors will stop looking for inputs if they hit a storage entity that is not an adaptor or another conveyor
Conveyors will draw from a maximum of 16 containers per tick
Remove dryfire sfx event from start of v_semi_pistol@slide_back, fixes sfx playing when switching to an empty p17 or semi auto pistol
Added givebp convar to add a blueprint to your inventory for testing (eg. givebp hatchet)
Fixed pipes not getting disabled by LOD
Don't time out the filter fail/pass outputs, they'll stay on as long the filter has passed or failed and the conveyor is active
Hooked up on/off lights on the conveyor
Storage adaptors now briefly flash red when they lose an item and flash green if they gain an item
WIP better directional display when in TC range on pipes
Fixed scroll direction on industrial pipes when holding pipe tool in TC range
Fix conveyor filter scroll not behaving correctly with 12 filters assigned
Better fix for the splitter > crafter blueprint scenario
Some comments
Hacky solution to fix issue where a conveyor is hooked up to a splitter and then connected to both of a crafters inputs (will attempt a better fix next)
Can rotate the combiner and splitter
Conveyor and crafter frequencies are now controlled by convars (Server.conveyorMoveFrequency and Server.industrialCrafterFrequency)
Defaults to 5s each
Better ease in/out on the item icons on the conveyor screen
Combiner, splitter deployment volume tweaks
Fixed first output slot of large furnace not getting detected by conveyor
Fixed not being able to place items in the first input slot of the electric furnace
Can no longer clip the conveyor through an already placed wall
Fixed pipe colour not being properly applied when deleting a connection and making a new connection with a different colour
Fixed category filters only working if they had a max value assigned
Can now move wood to fuel slots on furnaces via conveyor
Added a filter pass and filter fail electrical output to the conveyor, the appropriate output will have 1 power for 5 seconds when the filters current state changes
Conveyors will now draw equally from all of their connected inputs (eg. a single conveyor will now pull from all 3 combiner inputs equially instead of exhausting one and then moving to the next)
Don't let conveyors pull through another type of industrial storage
Filters will now accept redirect items if the filtered item is the base item (eg. filtering for hazmat will now accept arctic, spacesuit, etc)
Copy the item search consolidation from the default_blueprint branch
Fixed not being able to delete some entries in a filter with lots of entries
First pass on locker compatibility with storage adaptor
Fix not being able to filter by default blueprints (eg. gun powder)
Added Graphics.disableParticleLod
Added Graphics.disableAnimatorLod
Can now place storage adaptors on deployable oil refinery
Fixed conveyors not properly respecting oven input/output slots
Conveyors will now stop searching an IO branch when they encounter a storage adaptor, even if the storage adaptor has no valid items
Better fix for storage adaptor getting blocked by prevent building volumes on the entities that it's being attached to - manually exclude entities from the DeployVolume on the storage adaptor
This fixes not being able to place adaptor on vending machine
Adjusted the adaptor positions on the large furnace
Fixed conveyor having a slight offset off the wall
Fixed being able to stack conveyors
Fixed not being able to place storage adaptors on large furnace, added three extra points so adaptors can be placed on all sides
Fixed storage adaptor not working on coffin
Fixed not being able to deploy storage adaptor on electric furnace
Fixed edge case where industrial crafter would continue to craft even if there were no valid output slots
Crafted items will now drop in the world in front of the crafter as a last resort
Fixed a case where conveyors wouldn't properly update their electrical branch when their power state changes