* Configs to correct place, use moving average for net lag, improve admin commands
* Fix luacheck warnings
* Handle file paths, missing cfg file and Settings:set simlar way engine does
* Quarry and radiation settings to technic.conf
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
* Custom digiline rules for machines
* Add custom digiline receptor and effector rules for machines
* technic.digiline.rules must be always available, even if digilines is disabled
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
This fixes several issues:
* More than one switching station could become active on large networks
- Switching stations now semi-permanently become disabled if another is present
- Power monitors have been added to replace the function of "slave" switching stations, to discourage overuse of switching stations
* Networks did not reliably "split" when cutting a cable
- I "may" have caused this issue, but I believe it is solved by this
* Machines did not run without a player near the switching station
- Active switching stations now forceload themselves, and free the forceloaded block if disabled, dug, or disconnected
- Machines are only loaded to run them (as before), so only one mapblock (or two if the bottom edge of the switching station is a mapblock boundary) is loaded
- Cables are still only loaded during a full network recalculation
Theyre already tiered with Mk1-3 (at least drill is, more in the future).
Tools can be considered as designed for different tiers of circuits thx to their power needs.
For example Mk3 will require ages to load in LV batbox.
Batboxes load tools timining: LV standard (1000EU), MV 4x faster (4000EU), HV 16x faster (16000EU)
Also since 1EU is the same in any circuit it is possible to move energy from one to another with portable devices like crystals.
Other changes:
- moved charge/discharge functions to battery_boxes_commons.lua
- added UI style backgrounds for all the batboxes