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 - 〃 - 〃 - 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