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- Removed all scripting for fluid-source, fluid-void, super-radar, super-beacon, super-roboport, energy-void, energy-source, passive-energy-void, passive-energy-source. They no longer require it. See details below.
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- Changed all creative entities requiring power to use a void energy source, rather than a burner source. Scripting is no longer required to keep these entities powered, and they're less apt to break if moved via script.
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- Removed fuel scripting for creative-lab, item-source, item-duplicator, item-void.
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- Changed Heat Source and Heat Void to use the Heat Interface prototype instead.
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- Changed Heat Source and Heat Void to use the Heat Interface prototype instead.
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- Removed all on-tick scripting for Heat Source and Heat void. There is only a quick script ran on placement that sets the temperature.
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- These look different now due to the differences in how heat-interfaces work - they don't have separate connection sprites like heat pipes do, so they are locked into the 4 way sprite.
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- Changed creative-chest, creative-provider-chest, void chest, void storage chest, and void requester chest to use the vanilla infinity chest. No changes in usage should be present.
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- Removed all on-tick scripting for these entities. There is a quick script ran on placement that sets them up.
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- creative-chest and creative-provider-chest have two minor regressions:
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- creative-chest and creative-provider-chest have two minor regressions:
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- Copy/paste no longer works since the base game considers them non-operable. As it appears this only set the group number, and not the filters, this is fairly minor.
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- The inventory display mode also doesn't do anything for them, since infinity chests sort their contents. Technically it DOES have a slight change in how the filters are set, but as those are only viewable in the editor this isn't particularly useful.
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- Changed Fluid Void to use the vanilla infinity pipe.
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