branchrust_reboot/main/industrialcancel
349 Commits over 273 Days - 0.05cph!
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
Industrial crafter usage analytic
Fix wetsuit not appearing in conveyor filter options
Fixed the first slot of the output area of a large furnace being considered as a valid input target for conveyors
Fixed case where a buffer/AND transfer would stop processing one part of the buffer once the other filtered item of the buffer has finished transferring
Industrial crafter now drops the contents of it's inventory when destroyed
The output division is now applied before min/max/buffer amounts are calculated, meaning the split amount is based on the maximum amount that can be moved and is then clamped by the max
Prevents Max filters incorrectly slowing down transfer rates
Merge from industrial/better_stacking2
Fixed tactical gloves and all diving gear not appearing in industrial filter search box
Disable daisy chaining restrictions, daisy chained containers will now always receive their appropriate split regardless of the state of the container before them in the chain
Ensure filter dialog still exists when receiving buffer info
Fixed conveyors set to AND mode incorrectly starting a transfer if there were multiple stacks of the same filtered item in an input container
Fixed some components not appearing in the industrial conveyor filter dialog
Fixed pipes leaving behind prevent building volumes when the entity that owns them gets destroyed/picked up
Revert split output item calculation to last months behaviour, just divide each stack via number of outputs
Note that the new behviour to not place items in daisy chained containers until the prior containers are no longer valid still applies, although those containers will still have a divided amount allocated to them and it will reduce overall throughput
Tweaked industrial caching behaviour, cache is now regenerated when a conveyor attempts a move (if needed) rather than every time a pipe is changed
The pipe changed callback now just stores a flag telling the conveyor it needs to rebuild the cache next move
Fixed case where industrial targets wouldn't get regenerated
ClearConnections now uses pooled lists
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Fixed conveyors not being able to move the additional blueprint slots on Industrial Crafters
Some additional NRE checks in StorageAdaptor
Fixed refinery adaptor placement
Reworked storage adaptor deploy volumes to prevent placement when the storage adaptor is clipping into something solid
This generally resulted in inaccessible sockets due to the width check of the pipes
Should fix boxes placed under workbenches not being able to be picked up because they have a storage adaptor on them that can't be removed
Added a warning to the IO crosshair info if looking at an entity that you don't have the correct building privilege to make a connection to
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Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
Filter fail conveyor output will now activate if no items were able to be moved due to the Max filter option (this behaviour only applies if the conveyor actually has output containers)
Potential NRE fix during server load
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Directional material effect on industrial pipes is now more spaced apart and moves slower
Crafter no longer plays looping audio all the time, only while a craft is taking place
Merge from crafter_improvements
Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise
Fix some edge cases with blueprint min/max values
Fix splitters not splitting properly
Add an industrial stress test server save
Added an extra slot for a storage adaptor on the front of the small wood box