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Description
I have made this originally for N14 as there was a heavy need for junk items to be list instead of a hash. It created a few issues where you were unable to put down 2 pieces of steel without making a new defined entity which spawns a stack of 2.
I thought this was quite annoying so I decided to instead make it into a
EntitySpawnEntry
from astring
which would also give it options ofamount
prob
maxAmount
andorGroup
which would definitely aid in the scrapping needs there as you could randomize the refined amounts.I believe this could be useful upstream. As well as cleaning up code which is more modifiable than before.
The new example of how it can be typed in yaml is also simpler in my opinion as it is self-explanatory and used in various places like StorageFill contents for one.
🆑
refactor: Refactors WelderRefinableComponent.cs and RefiningSystem.cs
tweak: Tweaked the formatting for WelderRefinable refineResult to use EntitySpawnEntry format