News

  • Uninstalling Equipment

    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

  • Loot Spawning

    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

  • Spawning Loot

    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

  • Tooltips, Head Lamps, and Voids

    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

  • Spooky Derelicts! And Systems Hardening

    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!

    I'll start with the lighting, since that's the most visual change. Basically, I turned off the ambient lighting in the game, just to see. And it's an interesting change that definitely makes derelicts more

  • Power Overlay

    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

  • Ship Pre-Cooking, Cooler Tweaks

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

    The cooler tweak was just something that occurred to me this morning. I realized I could "reverse the polarity" so-to-speak, and get it to cool faster, more on par with the heater's rate of heating. I was originally trying to "heat" a room down to 200K

  • Heat Rejection and Exchange

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

    After stumbling over the "louvered" radiator style idea yesterday, I couldn't get it out of my head. Instead of massive, flat panels sticking out like sails, I could use louvers like you see in today's screenshot, on the right. Basically, they're small radiators, they

  • Heat Rejection and Heater Power

    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.

    First, cooling. I did a bit of research to see what's involved in cooling systems, and there's a lot of complexity here. Namely, where does

  • Heaters and Thermostats

    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