Ryan Liptak
bdb08f67d8
Show that chainable miners can connect to eachother during placement ( #613 )
...
Removes the red X when placing a chainable miner feeding into another chainable miner, and instead shows it as a green arrow.
2020-08-31 11:57:51 +02:00
tobspr
bca379ee89
Add setting to show chunk borders
2020-08-29 22:52:52 +02:00
tobspr
06e276f021
Add belt reader building
2020-08-29 10:38:23 +02:00
tobspr
ec830ed5bc
minor refactoring
2020-08-28 23:12:12 +02:00
tobspr
7a4fcb5c99
Prevent rendering selection outline twice
2020-08-28 23:11:56 +02:00
tobspr
807deaa705
Fix wires not showing placement indicator properly
2020-08-28 23:06:10 +02:00
tobspr
7cbe5bb8e7
Reverse order of shapes in shape info
2020-08-28 22:48:47 +02:00
tobspr
5336467838
statistics are now shown in shapes / second instead of shapes / minute
2020-08-28 22:41:13 +02:00
tobspr
8ba6517591
Mark pinned shapes in statistics dialog
2020-08-28 21:17:07 +02:00
tobspr
e6b5f8d2ed
Added setting to be able to delete buildings while placing, closes #45
2020-08-28 21:05:20 +02:00
Ryan Liptak
4bcef8e725
Add button to toggle sortedness of the statistics screen ( #590 )
2020-08-24 20:51:29 +02:00
tobspr
296b76bf11
Add virtual shape processing buildings
2020-08-18 20:02:39 +02:00
tobspr
1dfb5f7476
Give more blueprint shapes in sandbox controller, create wire network even if it consists of tunnels only
2020-08-15 23:19:55 +02:00
tobspr
b2880700e8
Huge rendering performance improvements and minor other changes, lots of refactorings
2020-08-15 22:32:55 +02:00
Bjorn Stromberg
6a447e3583
Remove enumLayer and enumItemType
2020-08-15 19:47:01 +02:00
tobspr
7b40292be3
Start to optimize rendering
2020-08-15 19:43:03 +02:00
tobspr
b1fb0fca7e
Fix wires blueprint pasting bug, do not show wire info on unconnected wires
2020-08-15 18:14:00 +02:00
tobspr
7279b75187
Improve information when hovering wires
2020-08-15 17:51:28 +02:00
tobspr
6a3a9c49cf
Improve layer preview
2020-08-15 15:24:42 +02:00
tobspr
c25428357e
Remove unused code
2020-08-14 15:48:33 +02:00
tobspr
6c8a29cea6
Sneak preview to the wires layer when placing on the regular layer
2020-08-14 15:48:26 +02:00
tobspr
390c4ce1a5
Add display
2020-08-14 14:55:37 +02:00
tobspr
3c34227c24
Unify assets, refactor waypoints
2020-08-14 12:14:15 +02:00
tobspr
9085f32ec3
Add multiple performance settings
2020-08-14 09:38:48 +02:00
tobspr
9e76606674
Minor refactoring
2020-08-14 08:54:52 +02:00
tobspr
efd8ba7ae9
Add wire bridges and fix Q on hub crash
2020-08-13 21:04:44 +02:00
tobspr
f44563fc05
Add item filter
2020-08-13 20:30:43 +02:00
tobspr
984bea1921
Add OR gate and different colors of wire based on the value
2020-08-13 20:01:54 +02:00
tobspr
52b4d4d742
Implement wire networks, add levers
2020-08-13 19:23:00 +02:00
tobspr
75ab655998
Add basic logic gate and improve wires in general
2020-08-13 10:23:50 +02:00
tobspr
f4ac6dfe03
Add constant signal emitters
2020-08-12 21:05:32 +02:00
tobspr
850461df8f
Further take on logic wires
2020-08-11 18:40:09 +02:00
tobspr
bb431b8490
Reduce savegame size by not storing the tileSize in the static entity
2020-08-10 22:13:26 +02:00
tobspr
d2077f5009
Fix building placer not showing slots properly
2020-08-10 21:36:46 +02:00
tobspr
93975df4d5
Get rid of item ejector / acceptor layers and new wires buildings for now
2020-08-10 21:24:58 +02:00
tobspr
e0ba1452b2
Start to work on logical pins
2020-08-10 15:02:49 +02:00
Bjorn Stromberg
79158e2b56
Remove unused code ( #526 )
2020-08-06 11:28:28 +02:00
Dimava
235c380de1
fix pippete throws on empty hand ( #512 )
2020-07-29 09:17:45 +02:00
tobspr
bf2eee908f
Refactor static map entity component to store building metaclass
2020-07-27 17:14:29 +02:00
Bjorn Stromberg
cb1ff53338
Add TSLint to github actions, fix existing type errors
2020-07-22 11:15:16 +09:00
Moppler
ae5c33abd2
Extend the pipette hack to work with belts and wires.
2020-07-19 15:56:40 +01:00
MrYawnie
68ebf07052
Changed "level" to "tier" for consistency
2020-07-18 17:41:16 +10:00
MrYawnie
efffa8940b
Match belt/processor etc. level to upgrade tiers
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Currently the belt (+ processor) levels do not match to the upgrade shop tiers. The tiers start from Tier 1, and once upgraded, they go to tier 2, 3, ... 7. So tier 7 is currently the highest.
However, the belt level starts from level 0, and increases to level 1 once upgraded. The maximum level is therefore 6.
This PR raises the start level of belts and other items to level 1, meaning the levels match the upgrade tiers in the shop.
2020-07-17 16:11:22 +10:00
tobspr
d017362b23
Docs and update changelog
2020-07-07 09:16:45 +02:00
tobspr
e46dd4e00b
Merge pull request #403 from Danacus/master
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Fix preferred variant not getting saved when clicking on the hud
2020-07-07 09:15:33 +02:00
tobspr
5dedb83d06
Minor fixes to the waypoints
2020-07-07 09:14:43 +02:00
isaisstillalive
2722366d68
Commonize create and save confirm method
2020-07-07 09:15:33 +09:00
isaisstillalive
f1bcec65ad
Refactor dialog title
2020-07-07 09:15:32 +09:00
isaisstillalive
1e1aa80568
Rename sort to sortWaypoints
2020-07-07 09:15:32 +09:00
isaisstillalive
b1fce1b115
Refactor dialog buttons
2020-07-07 09:15:27 +09:00