branchrust_reboot/main/PlayerMaintainedMonuments/water_treatment_plant_maintainablescancel
75 Commits over 61 Days - 0.05cph!
scene with prefab updates + S2P for WTP monument
wtp maintainables fixes&updates
- cant put water into pipes
- fixed cant take water out of pipes through UI
- gearbox switched to using Syncvar (cleaner)
- gearbox fixed "" invoke
- gearbox fixed double network update w flags
- add ResetIOState for water pipe broadcaster
- add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold
- manifest
- fixed collider on water spout of pipes
- added a pipe to WTP monument, close to the spinner tank
- increased max power output threshold of gearboxes to 150
- increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around)
- 3 -> 2 gearboxes at monument, one on top of main silo, one on ground
- improved debugging command for water treatment tank logging
- prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc)
- increased pipe frequency
- tweaked pipe terrain generation
merge from PlayerMaintainedMonuments
add grass displacement to pipes
merge from PlayerMaintainedMonuments
fixed water pipe spawning absolutely everywhere
improved water pipe terrain meshing
fixed water effects playing at all times
added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>"
manifest
WTP fixes
- gearbox wheel turns smoothly
- switched from prefab serialized values to server convars
- added debug convar command to check current pressure of tank(s)
merge from PlayerMaintainedMonuments
merge from PlayerMaintainedMonuments
tuned up pipe watercatcher:
- added preliminary sound events
- adjusted water generation rate
- tweaked prefab
invisible water producer variant, applied to pipes, manifest
remove greyboxing from water pipe prefab w/ new asset
added maintainables to WTP monument scene + S2P
WTP maintainbles updates
- gearboxes have max pwoer output optional setting
- created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning)
- placeholder sound code
- renamed WaterCatched debugging convar to reflect new general state
- removed testing debug logs
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch
- some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes
- it fixes most issues and removes all the jank flag-based entity toggling stuff
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
water tank pressure buildup w threshold debounce, increase pressure by turning gearbox valves
First pass on gear boxes for maintaining water treatment plant tank
- Insert gears into gearbox
- When gears are present, valve wheel can be turned
- Turning valves increases pressure in water tank
- WIP: Above certain threshold, tank is active and begins to produce water.
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes
- option to destroy 1 passthrough item every x seconds, instead of decaying condition
- option for locking inventory once passthrough items have been inserted (cannot be removed)
proper spinny blades in water treatment maintainable tank
WIP spinning water treatment tank blades
First pass on water treatment plant maintainables
- spawning pipes around the map, with spigots that dispense water like a water barrel
- WIP maintenance actions, currently set up as powered by powergrid + switch on intact tank in monument