branchrust_reboot/main/biofuel_generatorcancel
75 Commits over 0 Days - Infinitycph!
- Filling/draining bar
- Better electric port setup
- Minor colour changes
Adding biofuel generator rig
- Ensure you need to be super close to the generator to be able to stir
- Setup lewis's new UI
- Stir is now a progress bar
- Minor mount/dismount changes
main -> biofuel_generator
texture tweaks to the biofuel generator
Added biofuel generator gibs, and updated the item icon
updated deployed with gibbable and .item.
updated guide mesh to only reference lod1
Adding LODs for the biofuel generator
resized textures and caps
update to mesh and emission texture
update to biofuel genertor - added LOD0 and texture progress (near complete)
baked emission and fly particles around the food.
- When stirring the generator you're now mounted (just at current standing position)
- When letting go of E stop the mounting
- Show 'no electricity status' if stirred but no power
Add in a stir status panel showing if we are currently stirred or not
main -> biofuel_generator
fixed ladder worldmodel outline from disappearing after a second.
cause: child object of the prefab was off center. Zeroing transforms fixed it.
Require manual periodic stirring of the bio mixture to ensure its turned into low grade
- Setup biofuel generator ui
- Takes in food, converts to low grade
- Basic script setup
- Initial IO power input
main -> biofuel_generator
Biofuel Generator: manifest and engine.json for the new entity
Biofuel Generator: blockout testing deployment
- deployed prefab: referenced mixing table, simple box colliders, foliage displacement
- guide prefab using same FBX
- item generator.biofuel with placeholder blueprint and icon
- needs Update Game Manifest