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Update item_processor.js
Added a new variable check which removes the extra time spent outputting from a new charge
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@ -128,6 +128,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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// If the charge was entirely emptied to the outputs, start the next charge
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// If the charge was entirely emptied to the outputs, start the next charge
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if (itemsToEject.length === 0) {
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if (itemsToEject.length === 0) {
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processorComp.ongoingCharges.shift();
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processorComp.ongoingCharges.shift();
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} else {
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processorComp.extraOutputTime += this.root.dynamicTickrate.deltaSeconds;
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}
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}
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}
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}
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}
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}
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@ -291,12 +293,15 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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}
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}
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// Queue Charge
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// Queue Charge
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const baseSpeed = this.root.hubGoals.getProcessorBaseSpeed(processorComp.type);
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let baseSpeed = this.root.hubGoals.getProcessorBaseSpeed(processorComp.type);
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const originalTime = 1 / baseSpeed;
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const originalTime = 1 / baseSpeed;
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const bonusTimeToApply = Math.min(originalTime, processorComp.bonusTime);
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const bonusTimeToApply = Math.min(originalTime, processorComp.bonusTime);
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const timeToProcess = originalTime - bonusTimeToApply;
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let timeToProcess = originalTime - bonusTimeToApply;
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if(processorComp.extraOutputTime <= 1 / this.root.hubGoals.getBeltBaseSpeed()){
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timeToProcess -= processorComp.extraOutputTime;
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}
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processorComp.extraOutputTime = 0;
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processorComp.bonusTime -= bonusTimeToApply;
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processorComp.bonusTime -= bonusTimeToApply;
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processorComp.ongoingCharges.push({
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processorComp.ongoingCharges.push({
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items: outItems,
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items: outItems,
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