branchrust_reboot/main/PlayerMaintainedMonuments/water_treatment_plant_maintainablescancel

75 Commits over 61 Days - 0.05cph!

2 Months Ago
scene with prefab updates + S2P for WTP monument
2 Months Ago
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
2 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
add grass displacement to pipes
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
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
3 Months Ago
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)
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
tuned up pipe watercatcher: - added preliminary sound events - adjusted water generation rate - tweaked prefab
3 Months Ago
invisible water producer variant, applied to pipes, manifest
3 Months Ago
remove greyboxing from water pipe prefab w/ new asset
3 Months Ago
added maintainables to WTP monument scene + S2P
3 Months Ago
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
3 Months Ago
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
3 Months Ago
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
3 Months Ago
water tank pressure buildup w threshold debounce, increase pressure by turning gearbox valves
3 Months Ago
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.
3 Months Ago
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)
3 Months Ago
proper spinny blades in water treatment maintainable tank
3 Months Ago
WIP spinning water treatment tank blades
3 Months Ago
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