branchrust_reboot/main/farming2/pumpcancel
38 Commits over 0 Days - ∞cph!
Fixed exception when attacking a campfire mounted water purifier
Merge the Switch On and Switch Off inputs on the fluid switch to a single Toggle input that will enable the switch when powered and disable the switch when unpowered
Remove water purifier proto def, it's no longer needed now that the water storage is a saved entity
Added input/output slots to campfire water purifier
Update SendAdditionalData on FluidSwitch to accurately display inputs for electrical input
Powered water pump now shows correct amount of water output when holding a hose
Expose power consumption on water purifier
Water jug now hold 5000ml instead of 4000ml (in line with water purifier)
Enable saving on water purifier output storage (required now that the storage has IO connections)
Adjust sprinkler height offset based on angle of sprinkler - full offset when mounted on a ceiling, no offset when mounted on the floor, 50% offset when mounted on a wall
Renamed wantsSplash interface method to WantsSplash
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius
Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling
Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling
Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same
Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
Update fluid combiner icon
Renamed Water Desalinater to Powered Water Purifier
Remove ability for guide mesh to be rotated/positioned on the prefab (will update art assets instead)
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
Add new TriggerWetness class to affect player wetness in a trigger
Added a TriggerWetness volume to sprinklers
Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
New fluid combiner material
Added an audio component and updated the flags for the Fluid Switch
Audio plays when fluid switch is powered and turned on
Water desalinator will now bypass gravity on outgoing fresh water while powered
Standardised output flow rates on desalinator and water pump
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Made the water pump require electrical input to run and moved it to the electrical category
Added a new Water Pump deployable that is placed in salt or fresh water and produces water. Acts as a powered pump (like a switch) and can output water to a connected barrel/sprinkler/etc
Added support for sprinklers to spray the water type that is fed into them