1,061 Commits over 426 Days - 0.10cph!
Cherrypick from
160554 (heavy fuse lifespan changes)
Merge from PlayerMaintainedMonuments/powergrid
Merge from powergrid/fuse_deterioration
Bump minimum decay rate from 6% to 8%
Merge from PlayerMaintainedMonuments
More fuse decay changes:
- Worst 3 fuses decay at full rate (powergrid.fuseLifespanSeconds). Number of fuses which decay at full rate also controlled by convar (fuseFullDecayCount)
- All other fuses decay at a reduced rate. Rate is picked randomly and persistent for item lifespan (powergrid.fuseSlowDecayFractionMin, fuseSlowDecayFractionMax)
- Add powergrid.fuseStatus to output current condition info for all inserted fuses
Forgot to set the type on the prefab variants. Also make default materials on prefab variants the appropriate colours
Add prefab variants for red and yellow recyclers
Fix the OnSyncVar change method for the recycler type using the server only version
Remove unnecessarily setting the recycler type syncvar when loading from a save, syncvar is already set to autosave
Use powergrid.powerlineBasePowerOutput when 1 fuse is inserted, interpolate towards powerlineMaxPowerOutput with each additional fuse
Cherrypick from
160409 (heavy fuse swapping)
Merge from PlayerMaintainedMonuments/powergrid
Merge from powergrid/fuse_swap_fix
Allow swapping out heavy fuses in the power plant fusebox if the replacement fuse is of higher condition
Update toast phrases, toast when removing says fuses can only be removed via swaps and another toast if you attempt an invalid swap
Remove zap for attempting swaps but keep zaps if attempting removal
Change powerline power output to be based on the percentage of inserted fuses rather than defined by the current power stage
Maximum power (all fuses inserted) controlled by convar powergrid.powerlineMaxPowerOutput
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from powergrid/fuse_swap
Merge from powergrid/fuse_deterioration
Merge from powergrid/wire_auth
Heavy fuse deterioration changes:
- All inserted fuses deteriorate per tick rather than just the oldest
- Fuses below 30% condition deteriorate faster
- If no fuses are below 30%, then the weakest fuse deteriorates faster
Adjustable by convars
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
Can connect wires to the new powerline IO even without building privilege
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Powerplant new loot fixes
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Readd powerline_pole_a to original folder path so older maps still have powerlines. Is variant of new climbable prefab
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Remove stale references to powerline entities in various scenes, WhatUsesThis now returns expected result
Remove usages of now unused powerline entity from various scenes
S2P harbor1, harbor2, trainyard, gas station, warehouse
Change door in new power plant loot room to use new colourless security door
Update the loot in the room
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Remove some of the crud on the ground so the red recycler can sit in the green recycler spot
Remove the green recycler nearby the control room at power plant, now just the new red recycler there
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid