branchrust_reboot/main/farming2cancel
447 Commits over 121 Days - 0.15cph!
Fixed growables attempting to die twice when picked.
Plant material colour scale is now based on health, not water.
Fixed a typo making horses poo every 10 minutes
Show plant condition resiliences on seed info panel.
Reduced plant water intake levels, increased sprinkler output to 10ml every 10 secs.
fluid_splitter material improvements
Overall quality is now calculated correctly when lighting is toggled (not just lighting quality)
Reduce growable health by deathRatePerQuality for each quality <= 0.
This means plants will die, and die faster the more things it's lacking in.
Better lods, remove art from server
Fluid splitter model hookup + icon +gibs
Sprinkler model hookup + gibs + icon
Reworked fertilizer consumption and some optimisation.
Added Fluid Splitter model and materials + gibs
gene bonus balance tweaks
Fix a bonus being applied twice in yield calc.
Yield pool basic implementation
Water requirement gene balance tweak
Potato world population spawning.
Added sprinkler gibs model
Added sprinkler model and materials
Increased potato grow time, but lowered optimal condition values.
Some initial potato consumable stats: lowered hyrdration benefit, restores health more slowly.
Removed hardiness bonus from plant properties as it's no longer needed.
Fixed a bug with value remapping breaking some optimal condition calcs.
Added optimal quality values to plant properties, so they can be set per growable type, eg potatoes could grow more easily in worse conditions. (all set to 1 at the moment though)
Fixed some client #ifdef errors.
Changed item description "Potato Seed" to "Seed Potato" cus that's what they're actually called.
switched hemp and pumpkin over to GrowableEntity
Yield calculation changes
More balance tweaks.
Small planter is now a default blueprint.
Quality/modifier/calculation balance tweaks.
Added CompostEntireStack composter inspector bool, if this is enabled, the entire stack of an item will be composted each tick instead of just one from the stack.
Simplified the fertilizer item creaction, getting rid of a loop.
Increased composter tick rate to 15 minutes
Color code condition UI values, red when <= 0.5.
Changed "Water" label to "Water Saturation" to be more obvious what it indicates.
UI work: clearer stats display, show percentage values, reordered.
Added BelowMinimumSaturationTriggerLevel and AboveMaximumSaturationTriggerLevel to PlanterBox, for electrical use later on.
Added availableIdealWaterCapacity, availableWaterCapacity and idealSaturation to PlanterBox. These are used to determine how much more (if any) water a planterbox needs to receive in order to bring it to the optimal saturation level for growth (and not over).