Emerald Block

Results 6 issues of Emerald Block

Currently, FPS is calculated as the number of frames (`this.accumulatedFps`) divided by the constant `fpsAccumulationTime`. However, `fpsAccumulationTime` is only the minimum time needed to pass, and `timeDuration` represents the actual...

Building speeds and multipliers are imprecise, since they are calculated with imprecise numbers. They are rounded, but since they are actually floored, the imprecision remains. Additionally, with the shrinking sizes...

This PR rewrites how the belt `animationIndex` is calculated to make it clearer how it works, and it moves it out of the loop to avoid recalculation every time. A...

This PR refactors underlays so that they are properties of acceptors and ejectors, by splitting the `belt_underlays.js` system into `acceptor_belt.js` and `ejector_belt.js` and adding an optional property `beltLength` to acceptor...

When checking whether a building preview's inputs/outputs are obstructed, buildings in both layers are checked. This means that if there is a wires building next to an input/output, the game...

looks-good-needs-testing

This PR adds many improvements to the screenshot functionality currently in the game. ### Fixes * Fixes buildings not rendering where the camera is. * Fixes item acceptors not processing...

planned