Filter a storage chest with a deconstruction planner to have deconstructed items go there instead of flying across the base.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.0.1
Commits:
- Bump version to avoid dealing with ci issues by hand
Version: 1.0.0
Commits:
- Swap the car out for an invisible custom one
- Use homegrown equipment
- Actually, don’t bother with inventory size at all
- Prepare a trigger for full storage alerts
- Force the chest to visually be open 24/7
- Sneak animation data into the control stage
- Destroy the sunroof when the filter changes
- Nail down the ticks till arrival calculation
- Make preparations for the tick task
- Tick a robot again when it should have arrived
- Offload robot cargo into the storage chest on arival
- Track how often a robot had it’s task ticked
- Dry out the robot task scheduler
- Cleanup
- Prevent unasignment crash
- Split control into control and handler
- Split the handler into matured components
- Solidify car and rendering stability
- Migrate into structs to track things
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- Don’t restroy rendering since the entity removed it
- Misc
- Merge struct into surface file since they share indexes
- Don’t index the rendering object’s id
- Actually if we ever need them, we’ll just clear and reset
- prevent humming car noise
- Remove car and struct when entity gets destroyed
- Remove free charging
- Check if the force matches the candidate chests
- Require the candidate to be in the same network
- Remove valid check since deathrattle clears the struct
- Commit uncommited version