Testing Notes:
DryingRack slots locking upon first attachment slot filled.
test against slot lock upon item attached fix to EEItemAttached/Detached method
Chem_Barrel: check if vanilla barrel methods working as intended
set a spawn_item_pos memory point into .p3d for output
open/close function still needs to be fixed
seems to be related to OnExecuteServer methods in action_barrel_overrides.c
- placement is calling for hologram, switch to projection?
- causing lag during rainstorms
Test harvested crops THC data GUI display & transfer of % to debudded items
gelato strain for testing
if successful — update other strains
MDMA Brick production at Production Table
switched to BindingAgent1 & 2 from 4 & 5
storage pallet GUIInventoryAttachmentSlot
test update particle effects on batch explosion
test debudding recipes all strains
test coke pile quant output upon manufacturing from barrel
test small bud recipes all strains (quantity output)
adjust recipes to reduce 1 qty from stack; not both.
test small buds to blunts recipes across all strains
fix recipe for champagne — probably that damn typo for g
& n
mismatched again.
check champagne strain blunt craft
grow pot resolution LODs need fixed. proxies prob not applied to other LODs as plants disappear outside of closest range.
comment out debug prints in injectspores.c
- TEST: Feedback report from possible conflict with MSP Greenhouses preventing growtent/growpot from growing all cannabis strain seeds, coca, and mystic void spores.
1.03 Update TODO for 1.28 | Prioritized List
- [x] Lift geo on chem_barrel ground
- [x] test to confirm as fixed
- [x] added LandContact points
- [x] Add MDMA brick recipe to production table JSON entry
- [x] Create Workstation for Chem_Barrel
- [x] config.cpp entry updates to accommodate ingredient attachment slots
- [x] Sulfuric Acid model + class + custom texture set
- [x] 3 additional color variants for chem_barrel
- [x] Recipe for Cocaine Crafting Expansion
- [x] Check Action.Open/CloseBarrel
- [x] reasonable output amount needs to be determined
- [ ] 8 dried leaves + chem ingredients = 20 total of fishscale (w/ various quant. outputs)
- [ ] (equiv. to default req. for 2 bricks/10 bundles to be crafted)
- [x] Harvest Crop output switch to Bud Branches
- [x] ensure THC values still get applied to bud base
- [x] DryingBuds receiving THC data
- [x] Transfering to Bud_Base from DryingBud upon debudding process