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fixed insert code to put as much as possible into the vehicle
* Rework lights for casting-machine and induction-furnace * Rework blast-furnace lighting, move draw_as properties into animation definition in anticipation of deprecation within working vis * Revamp strand casting machine working light, add fadeout * Rework sintering-oven lights * Fix wrong height for cooling tower in normal resolution * Rework chemical furnace lights Commits by @kirazy
…vanilla mechanics
fix miss tech and solder checks
LovelySanta
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Would be nice if the indentation would be left with 2 spaces instead of 4, mainly for consistency, but also allows for a quicker review of the changes...
sorry auto formatting script in vscode likes to sometimes "fix" indentations. |
Adjust starting items for Bob's characters
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either im getting an odd bug, or this PR is based in 1.0? |
fixed insert code to put as much as possible into the vehicle
spacing "item stack count" back to 3 to match fuel slots in burners (was throwing an error on trying to add more fuel than slots).
…/mods into vehicle-auto-refuel
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im sorry... the rebase seemed to have absolutely butchered the commit logs for this PR :( |
| if next(global.vehicle_burners) ~= nil then | ||
| for v, vehicle in pairs(global.vehicle_burners) do | ||
| local inv = vehicle.burner.burner.inventory.get_item_count() | ||
| if inv < 3 then |
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changed this one to 3 since i was getting a crash on the 4th "grab"
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| script.on_nth_tick( | ||
| 60, |
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I'm not sure if we want to increase the tick count a bit higher but im fine with it now.
The thing to consider, is realistically, how many "stacks" of wood do we want to stick in per second?
Pezzawinkle
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I am happy for this to merge in with the minor modifications made as commented
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Closing this as 'duplicate' as #577 is a cleaned up version of this 'mess' |
adds the abilty for angels burner gen to auto refuel from the cars inventory