Item Install UI, and Reactor Installs
Hey Folks! Still a bit of admin to do in the first part of today, but it was back into the code this afternoon!
In today's image, there's a UI across the bottom showing different items. This is the bit I was working on Monday and a bit today, and it basically auto-generates buttons in this UI for every installable thing I define in the data. So my install/uninstall auto-generation code not only creates the necessary interactions, loots, and triggers, but then proceeds to add them to the jobs UI! Not bad.
While I was in there, I noticed a few bugs that likely crept in as I mucked around with rendering layers. Plus, I think I can leverage the existing placeholder installation grid helpers and rotation to enhance the stuff in here, so I might try that next.
The other bit I did today is that giant, honking reactor you see sitting in the hallway. I added code to make that reactor uninstallable and reinstallable, so it can be salvaged from another ship and moved. It has to be switched off first, and it has no power abilities when uninstalled, but is otherwise like all the other installable objects.
So as a test, I switched off the reactor, and the ship went dark. I then grabbed my EVA helmet to see what I was doing, and moved the reactor into the hall. Then, I was able to uninstall the backup battery from where it used to connect to the reactor, and put it into the space where the reactor was. Then, the ship lit-up again!
This is starting to get to a point where I'm feeling some amount of agency in-game, and that's pretty cool. I've been playing in a limited sandbox for so long, it's nice to finally be able to formulate a plan and execute it in-game without debug commands. Still not a game, but this was a pretty nice step towards playability!