branchrust_reboot/main/PlayerMaintainedMonumentscancel
78 Commits over 61 Days - 0.05cph!
Fixed loot satellite clan event
Hooked up gas pumping sounds
Subtract
159563 (will need to s2p to be safe)
Satellite launch computer now requires stage 4 power
Whoops, that should be stage 3
Also applied to small oil rig
Oil rig now requires stage 2 power plant level (50%)
Remove satellite event chat log
Fixed power icon on satellite computer
Added clan events:
Turned on oil rig switch
Turned on water treatment plant (awarded when the gear is consumed)
Inserting a heavy fuse in power plant
Launching a satellite
Looting a satellite crate
Scores wip
Removed strings in entity names of airdrop rate terminal and chinook call terminal
This will break saves, better to do it before force wipe
Demo compatibility layer should ensure demo compatibility
Doubled cull distance of airfield terminals
Merge from water_treatment_plant_maintainables
Expose where to implement an analytics event for fuse inserting
Fixed fuel tanks missing from HLOD at dome
S2P
SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Nudge the air drop freq button over slightly
Merge from airfield_maintainable_features
Possible fix for sfx error when entering network range of dome
Added some pfx when the crude oil is pumping at dome
Halved crude oil rate
Doubled duration of rig timer
Same amount overall, now just takes 20 minutes
Can no longer knock on the garage door at gas station
Rename the garage door prefab to remove the space in it's name
Added another oil pumping switch to small oil rig
Produces 0.5x of the oil of the large rig for the same duration
If both oil rig switches are flipped the pumps will produce 1.5x the oil
S2P both rigs
Fixed fuel pump amounts - they were being clamped and calculated incorrectly
Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher
Test fails for now
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
Tripled crude oil production rate at dome
Each pump should produce around 1600 crude over the whole 10 minutes
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
More stack size shenanigans
Cleanup
Lock any crude that's inserted into the tanker
Regenerate test list, tests pass
Merge from water_catcher_tests
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions
Delete CrudeOilProducer and WaterProducer items
Fixed fuel pumps not producing if connected to a full tanker
Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
Mark Electrical_fuse_box_B_COL r/w
Fixed inventory limit rules on modular cars
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes)
Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil
S2P oil rig