space prototype

Installing Equipment Without Debug Commands

dcfedor's picture

Hey Folks! After getting uninstallation working yesterday, I'm trying to add the reverse today: installing equipment.

A little over a month ago, I was able to get equipment to reinstall elsewhere on the ship by using a debug command. As long as only one crew member was selected, and the cursor was over a valid item, I could press a hotkey to re-place it elsewhere on the ship. It reused a lot of the ship editing UI stuff, and then the crew would go through the steps to retrieve the original and move it to the new place.

Uninstalling Equipment

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Typical autumn yard work and prepping the house for cold weather here. Which always puts me in the mood for virtual snow and fantasy games, so I fired-up Skyrim yesterday. Every time I play it I wish the mechanics were pushed a bit harder, with bigger game effects. Maybe some day when I have billions to invest in my own version :)

Back in reality, I started on the ability to uninstall equipment on ships. And my first test is the conduit junction.

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

dcfedor's picture

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

dcfedor's picture

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.