Alpha v1.0.0

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Martyn Chapman23/06/202612:18:20
rust_reboot/main/PlayerMaintainedMonuments/powergrid (#155568)

Remove recycler powergrid settings per recycler, now setup per recycler zone in the RecyclerConfig asset Set all standard recyclers to be powered off without an online powergrid, safezone recyclers unaffected Fix the recycler light being in the wrong state when entering network range

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Martyn Chapman22/06/202614:49:44
rust_reboot/main/PlayerMaintainedMonuments/powergrid (#155416)

Merge from PlayerMaintainedMonuments

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Martyn Chapman17/06/202614:58:57
rust_reboot/main/PlayerMaintainedMonuments/powergrid (#154857)

Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)

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Martyn Chapman17/06/202609:20:13
rust_reboot/main/PlayerMaintainedMonuments/powergrid (#154805)

Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant

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Martyn Chapman17/06/202608:51:11
rust_reboot/main/PlayerMaintainedMonuments/powergrid (#154798)

Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound

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Rust Utility Hub - Commits - main/PlayerMaintainedMonuments/powergrid