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Workbench Organization. #486

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MrPurple6411
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Changes made in this pull request

  • Move all Crafting Nodes out of the Workbench Root
  • Added a Fallback Node when adding craftnodes and they fail due to mixing tabs and crafting nodes.
  • Created a TraverseTree method as we seem to be doing the same thing in multiple places.
  • Added logging to ModCraftTreeRoot to show what nodes are in the way when trying to add a node fails due to cross node type.

Move all Crafting Nodes out of the Workbench Root
Added a Fallback Node when adding craftnodes and they fail due to mixing tabs and crafting nodes.
Created a TraverseTree method as we seem to be doing the same thing in multiple places.
Added logging to ModCraftTreeRoot to show what nodes are in the way when trying to add a node fails due to cross node type.
Add CreateVanillaTabNode for all 3 fabricators that have no tabs.
Add fallback tabs for all vanilla fabricators.
Added the ability for Mods to remove and move other mods nodes by doubling down on the removals to before and after mod node creation.
If a mod item fails the tab/crafting check it now gets put into the fallback unsorted tab with a warning.
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@Metious Metious left a comment

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Added a comment on something that looked a bit strange to me.
I've tested this PR in-game and it seems to be working fine.

Nautilus/Patchers/CraftTreePatcher.cs Outdated Show resolved Hide resolved
@Metious Metious merged commit e992abe into SubnauticaModding:master Oct 25, 2023
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@github-actions github-actions bot locked and limited conversation to collaborators Oct 25, 2023
@MrPurple6411 MrPurple6411 deleted the CraftTreePatcherModifications branch October 26, 2023 21:12
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2 participants