branchrust_reboot/main/industrialcancel
349 Commits over 273 Days - 0.05cph!
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
Code review
Convert IndustrialConveyorTransfer handling to using blocks
Rate limit some conveyor RPC's
Remove some allocations when toggling crafter
Better compiled out profiles in pipe mesh building
Lots of simplifications in the pipe mesh jobs
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
Fixed regression with minimum item count filters not being respected
Refactored the filter pass/fail process to take into account minimum amounts across multiple containers, this will now abort any further item movement calculations if the filter cannot be satisfied which should improve performance for conveyors that have no valid outputs
Note: the filter fail/pass calculation only takes into account inputs, not outputs, so it's possible for the filter pass to be true but no item transfers taking place due to no valid slots in the outputs or the maximum count being reached in the output
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78607, let's find a better way
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
Enable pipe block behaviour on triangle roof
Fix pipes getting incorrectly cleared due to blockages when loading
Fixed industrial crafter not fully filling the final item slot when crafting
Fix electric furnace material not lighting up properly
Move electric furnace to electrical category
Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
Fixed electric furnace not listing it's power usage when selected in the inventory
The wire tool will now update itself to highlight the correct entity while looking at a non IO entity that has an IO entity child (the electric furnace IO slots will now appear when the player is looking at any part of the furnace)
This behaviour won't occur when more than one IO entity is parented to an entity
Move the conveyor filter fail/pass outputs to the bottom of the model, make the top a bit less crowded
Move the front face storage adaptor slot on the large wooden box to the left so it doesn't clip the lock
Fixed electric furnace gibs glowing
Add an additional slot to the Tool Cupboard for storage adaptors (front face at the top)
Fixed crafter always playing sfx when off
Fixed pipes sometimes appearing incorrectly when first placed
Fix some interaction issues with the industrial crafter (caused by pickup option becoming available on the client incorrectly)
Expose power consumption value on electric furnace IO entity
Fixed server.enforcePipeChecksOnBuildingBlockChanges accidentally disabling the checks when true
Add a small (0.02m) additional offset from the surface when placing industrial pipes, helps pipes go along the ground through doorways without hitting the collider on the ground in a doorway
Building blocks can now check for illegal pipes when changing conditional models and remove any offending pipes
Only enabled on walls for now, can be disabled with server.enforcePipeChecksOnBuildingBlockChanges in case of any unintended side effects
Updated entity wheel icon for electric furnace
Updated Electric furnace loot panel title
Added Turn On/Off inputs to the electric furnace
Pipe tool can now be stored in Tool Cupboard tool storage
Low grade is now researchable in the repair bench for use in the crafter
Conveyors will now calculate Min/Max filter amounts based on the specified input/output ranges (eg. the left slot on the locker already only added/removed items from the first locker set, but now it will only check those slots when calculating how many items are in the container when evaluating filters)
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
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
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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