space prototype

Heaters and Thermostats

dcfedor's picture

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 :)

Heating Done, and LoS Improvement

dcfedor's picture

Hey Folks! Feels like I may be on the mend again, as today was the first I've felt better since this all started. And I managed to finish up a few tasks!

First, the heater code seems to be in a good place. Unsurprisingly, there were a few errors in my approach. For one thing, the heat transfer due to black body radiation depends on the temperature difference between the object and ambient air, which I neglected. Accounting for that means the air heats up less and less as it approaches the heating body's temperature.

Line of Sight

dcfedor's picture

Hey Folks. Bit of a diversion today, as I'm somewhat ill. Not quite sick enough to throw in the towel, but enough that I allowed myself to pursue an idea brought on by a fever dream last night.

One problem in the space prototype that I've been putting off is the question of how I'll render lights, line of sight, and user perspective. It's a ball of factors that are interrelated, and so far, I haven't found a good solution.

More Thermoregulation, PLSS, and Heaters

dcfedor's picture

Hey Folks! Finished work today on body thermoregulation, as well as starting on heaters for life support.


dcfedor's picture

Hey Folks! Treading water here with illness. Symptoms are kind of holding at the mild onset stage, which could be a good sign that my body's fending it off. Or, you know, I'm in for a doozy :)

I got the body temperature code hooked up today, along with some stats for the standard human, medium-weight clothes, and an EVA suit. Pretty much all copied exactly from NEO Scavenger. Upon firing it up, it worked...kind of.

Clothes and Body Temperature

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Unfortunately, some sickness going around the household here, and I may be next in line. Hopefully that won't be.

Back in the space prototype, I've continued the slot work from last week. This time, the focus was on clothing. I had three sets of clothes used on my old crew, so those body part sprites were already done. And last week, I added two sprites for unequipped clothing, so they could be displayed as items on the floor. They were just missing the data files to make them available in-game.

EVA Helmet

dcfedor's picture

Hey Folks! Helmet is now working, and was a pretty good test case for more "active" equipment to come.

I decided to make a simple equip/unequip process for now, and expand it later as-needed. So when the player wants to equip something, they right-click it and choose "equip." This does the usual pathfinding thing if needed to the item selected, then instead of adding it to the crew's "container," it gets slotted into the first appropriate slot with room. In this case, the empty "helmet" slot.

Take Your Protein Pills and Put Your Helmet On

dcfedor's picture

Well, we don't have any protein pills yet, but the helmet's getting there!

Today was all about the equipment system, and getting the game to handle equipping items into specific slots. I added some new features to items to define how they should affect a condition owner (CO) when installed in a slot. And to complete that system, a feature on COs that defines which slots they have.

So now, my crew have a slot called "helmet" defined. And the helmet item has a slot usage that looks something like this:


dcfedor's picture

Hey Folks! Making headway on the character clothes and appearance today.

As you can see in the screenshot, we now have underwear! And skin tone/hair color now matches face appearance, including when reloaded from a save file. So now the character's top-down appearance has some semblance of permanence. Which is a big step towards following what your crew is doing, since you can now tell them apart and they don't change every load :)