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VRyHungry1/documentation/Notes.md
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JonShard f156379ff3 Notes
2026-08-09 08:17:47 +02:00

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## Stations
counter
hob
sink
table
extra knife
extre rolling pin
mop
bin
## Food dispensers
burger
buns
potato
tomato
onion
flour
pasta plates
meat
cheese
## Automation
belt
inserter
splitter
mixer
blender
dishwasher
flinger / catapult
## Storage
shelf
freezer
frozen prep station equivilant
## Control
Phone
Napkins (no mess consumable)
sharp cutlery (eat faster consumable)
Self order terminal
inserter
filer
output min empty space slider
belts share inventory
tables share
Shared INventory
Raycasts[]
Area3D
list
## Customer design
- A customer is a simple goto point object. has queue_patience float
- A customer is spawned in street, told to move to QueueController Area
- A QueueController tracks the entered customer and tells it to take a queue position
- A QueueController displays a progress bar above door of queue_patience of the customer in the Area3D with the least patience.
- On new table available, QueueController tells front customer in queue to sit at table
## Modifiers
- Disposable plates. no washing. much less money
## Weird ideas
- carry 4 plates. A snapzone on forearm that only accept plate, and drops it if tilted too much. Real waiter feel.
## Research
- Reasearch is its own currency.
- You unlock items in shop with reseach points. Then you can buy them. You "buy" the same tile twice.
## NEtwork TOTO
- Make gamemanager a node with syncroniser
- All stations need syncronizers
- Pickable not synced cooked burger on hob example
- Client purchases don't spawn items from shop. RPC adventure
- Client can not move stations including hobs, on_move handle drop is called, network pickable authority is given. but station not moved