Loot Spawning

dcfedor's picture

Hey Folks! I managed to get loot spawning working today. It required a few more features to be useful, but we're one step closer to a salvage loop!

After some testing, I decided the loot spawning UI needed some additional fields. So now you can not only specify the loot to be spawned, and the radius, but also how many times to try and spawn that loot, and whether it applies to new, damaged, or derelict ships.

Spawning Loot

dcfedor's picture

Hey Folks! I decided to try tackling loot spawning today. Since converting an installed part into loot for carrying would require spawning portable items anyway, that seemed like a logical stepping stone.

First, I had to figure out how to define the rules for spawning loot. It seemed like the easiest approach would be to choose the loot data to spawn, and designate an area in which to spawn its loot. And initially, I thought zones might work.

Tooltips, Head Lamps, and Voids

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Hey Folks! I tackled a mix of things today, ranging from UI, to gameplay, to simulation.

One of the things I've been meaning to do was add NEO-Scavenger-like tooltips to the game, so I could see more info about the item under the cursor. A lot of this was on-screen in some plain text, but got covered-up when UI was displayed like the player info or editor part selection. Now, the tooltip follows around the cursor similar to what we saw in NS. The text is still pretty crude by comparison, but it does the job.

Spooky Derelicts! And Systems Hardening

dcfedor's picture

Hey Folks! A pretty productive day today, as I finished up power improvements, hardened some game systems, and fixed several bugs. Plus, a spooky lighting change!

Power Overlay

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Not much noteworthy to report here, though the Steam Halloween sale has started, so if you're somehow reading this and still don't own the game, it's 75% off!

Back at the office, I added some power overlay stuff today to help me debug the ship damage issues I saw last week. It seemed like conduits that were removed didn't cause appliances further down the line to switch off. And that some of the conduits unintuitively supplied power to items.

Ship Pre-Cooking, Cooler Tweaks

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Hey Folks! Worked on derelicts and ship pre-cooking today, as well as some tweaks to the cooler from yesterday.

Heat Rejection and Exchange

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Hey Folks! News is a bit earlier today, as we have a school potluck to attend in a few minutes.

Heat Rejection and Heater Power

dcfedor's picture

Hey Folks! Spent a bit of time mulling over cooling systems today, which turned out to be a lot more complex than I was originally thinking. Also, upgraded the heater to have an off and on mode, and solved some power bugs along the way.

Heaters and Thermostats

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Hey Folks! I added a thermostat/temperature alarm earlier today, and by the end of the day, just barely managed to get it to talk to the heater. So as of now, we can automatically turn off the heat when it becomes too hot!

While getting the thermostat setup, I used the pressure sensor as a template. And I noticed that it was actually really close to being completely data-driven and universal. So I cloned the code for the pressure sensor to make a generic "Sensor" class. Now, in theory, I can use it in a variety of different ways just based on the data supplied to it.

Heaters and Taxes

dcfedor's picture

Hey Folks! Hope everyone enjoyed their weekend. Sort of a busy one here, catching up on chores from when we were sick. I did get back into Oxygen Not Included to see what's new. Though I think I'm barely able to get far enough to notice yet :)