branchrust_reboot/main/industrialcancel
349 Commits over 273 Days - 0.05cph!
Added a quick display to the conveyor screen to show items being moved
Made a temporary progress display on the crafter to show crafting progress in world space
Crafting time left is now sent to all clients in range (for visual display on model)
Storage adaptor greybox setup
Industrial crafter greybox setup
Fixed start/end pipe rotation issues
Fixed several pipe rendering issues
Various rotation fixes, still has issues
Pipes are constructed in local space, still has rotation issues
IO entities now have a handle direciton as well as position for better pipe positioning
Added PipeMesh, renders a curvy pipe mesh given a set of positions
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually
Set to 128 for now, will need revisiting
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
Added some temporary icons for industrial entities
Renamed some entities
Added an electrical passthrough to the conveyor, there's probably going to be a lot of these
Add industrial splitters and combiners
Fixed electric oven load/save
Electric furnace now compatible with conveyors, items can be deposited into the inputs and extracted from the outputs
Integrate art, icon thumbnail, etc
Consolidate art and prefab folders
Merge from ElectricFurnace (art)
Electric furnace IO integration
Electric furnace boilerplate
Crafter will finish any outstanding crafts if the game was saved mid-craft, preventing material losses
Add a progress readout to the crafter loot panel
Vending machines and dropboxes are now compatible with storage adaptors
Conveyor now draws exclusively from output slots of crafter
Industrial Crafter now requires power to run and can be toggled on/off, includes a toggle IO port
Conveyor now requires power to function, can be switched on/off
Added a toggle IO input for smart switch integration
Add crafting slots to all 3 workbenches
Fixed some item handling bugs with the industrial crafter
First pass on filter system for conveyors, can specify up to 5 items that an item conveyor will allow to pass
First pass on crafter loot panel
Add support for Inventory loadouts to include blueprints
Restrict blueprint slot of crafter
Add slots for adaptors and crafters, industrial crafter now needs to be attached to a workbench
Industrial crafter can only craft items that meet the level of the workbench
WIP industrial crafter, has inventory space for a target blueprint, inputs and results
Automatically crafts the supplied blueprint once it has the required ingredients
New IO type, Industrial (was using kinetic but that's actually used in a couple of places)
Updated prefabs
Don't show power number on crosshair, presumably it will always be 0
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