branchrust_reboot/main/farming2cancel
447 Commits over 121 Days - 0.15cph!
No longer encode genes to seeds or produce.
Set the fertilizer item world model to the default.
Increased composter cull distance
Don't show plant info UI if holding an item classed as hostile
Moved input/output slots on water barrel
increased water barrel max output flow back to 12
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plant tick rate is now a replicated var.
show plant water intake rate as "x per x sec"
Added AlwaysShowCrossHair() to BaseEntity, if true the crosshair will appear even if there are no menu items or interactions for the entity. (unlike the existing NeedsCrosshair()). Enabled it for growables.
Increased water barrel output flow to 12
Don't show electric plug info when using hose tool and vice versa
Revert the in-place sort change because I remembered the original order is important
Removed a redundant quality calc when loading from saves
Avoid an unnecessary network update when loading from a save.
Manually fixed some merge issues in IOEntity
Made PushLiquid respect backtracking convar
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
Respect IO backtracking convar in Sprinkler and LiquidContainer
merge the merge test branch (mmtest) back to farming2
Crossbreeding weight adjustments
consumable + seed info panel gene UI fixes
Reduce water requirement gene effect
merge previous_genes branch to main farming2 branch now it all works
Updated the crosshair gravity warning when connecting hoses to use the new Root check logic
Compile fixes
Sprinkler decays every time it splashes
Rotate sprinkler mesh so hose point matches mesh
Added some profiler coverage to IO areas of interest
wip balancing.
added a comment linking to a new farming balance/stats spreadsheet.
Fixed another fluid IO connection issue
Fixed being able to bypass gravity restrictions by chaining together IO entities
Gravity restriction now compares height to the closest RootEntity in the IO chain, rather than just the last connected entity
Disabled being able to splash liquid on water barrels/containers to fill them up
Fill water loop based on player belt length and not hardcoded value
Fixed water purifer missing references
Can now fill containers with salt water using player.fillwater by passing "salt" as an argument
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
Show seed/produce gene string on icon hover.