branchrust_reboot/main/giant_excavator_monument/excavator_fixescancel
34 Commits over 0 Days - ∞cph!
Added terrain blend map to the bandit camp
Tweaked bandit camp height map
Lowered bandit camp terrain to prevent it from spawning on hills
added metal fragment mining option
balanced resources
output pile has 36 slots
output pile overflow no longer outputs at 0 0 0
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
Excavator terrain blending and splat fixes
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
diesel spawns at junkyard, oil rig, sphere tank
can purchase diesel fuel for a tonne of low grade
excavator frequency broadcast
rock sounds
alarm lights
further AI setup
effect/trigger toggle
belt setup/toggle
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
wheel kill and better lerping
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
Added arid biome checks to giant excavator
start/stop work, belt work
read/write enabled on some collision objects for navmesh generation