- [x] THC effects not expiring on some instances
- [x] Believe this occurs when activated within a SZ + possibly locks the state for saturation.
- [x] Animation for crafting action mimic Pour Gasoline to Chem Barrel crafting
- [x] Fix R Click split small shards to full stack each time
- [x] test locally to confirm this is a bug
- [x] adjusted VarStackMax to 14 from commented out
- [x] removed EnergyManager entries from config.cpp
- [x] Adjust Chem_Barrel itemSize down from 10x15 to 8x12
- [x] Update CraftonWorkbench action types for variations of crafting animations
- [x] Explore DuctTape repair animation for possible integration for brick production process
- [x] commented out stance mask from craftingplus_overrides.c
- [x] test to ensure this works & doesn’t break anything
- [x] didn’t break anything — but animation itself still does not work as intended unfortunately.. this would’ve been perfect for tapping up bricks!
- [x] correction — did break IAT_Crafting prompts & caused some flickering
- [x] test BandageTarget action animation
- [x] Fix Res LODs for Gas Stove + Chemistry Glassware
- [x] test
- [x] chemistry set still flickers on res LODs at distance
- [x] Apply fix to Pseudo class to prevent CanBeSplit exploit.
- [x] Update pseudoephedrine class in CraftingPlusConfig.json to require full 24 stack quant
- [x] Updated config.cpp to spawn 24 quant on init
- [x] Add in Industrial Pill Press
- [x] incorporate proper recipe to CraftingPlusConfig.json entries
- [x] outputs to bundles x5
- [x] placement/kit scripts
- [x] adjust invview memory point
- [x] add in model animations for rotational hardware components
- [ ] if works, add in OnWorkStart method call as well
- [x] Fix typo in Blue Pills JSON recipe
m_DisplayName
- [x] add all new kits + items to animation core register callbacks
- [x] add viewpilot to kit box p3d to accommodate 1PP server better for kit item placements
- [x] ensure the bud recipes are tightened up and functioning properly
- [x] barney, cheetahpiss, babybatter
- [ ] all are confirmed working properly. only difference is abovementioned strains output small nugs from buds to player inventory instead of ground pos
- [x] add action entries for new items to be attached via in-hand
- [x] product items
- [x] LED
- Implement new Pill Press model
- [x] added acetic_anhydride to ingredients
- [x] test visual appearance
- [ ] touch up with custom nohq to present better
- [ ] scale down label to more realistic size
- Add in Poppy Plant Cultivation
// New Item Classnames
"iM7s_PillPress_Industrial_Kit"
"iM7s_PillPress_Industrial_Static_Kit"
"iM7s_Press_Industrial"
"iM7s_Press_Industrial_Static"
"iM7s_PoppyPlants"
"iM7s_Seed_Poppy"
"iM7s_SeedPack_Poppy"
"iM7s_Opium"
"iM7s_Brown"
"iM7s_Fent"
"iM7s_BlackTar"
"iM7s_Brick_Fent"
"iM7s_Brick_BlackTar"
"iM7s_Grow_LED"
// "iM7s_BudTrimmer"
// "iM7s_BudTrimmer_Static"
// "iM7s_GrowChamber_Gazebo"
"iM7s_Acetic_Anhydride"