Atmo Pump 1 is Go. Atmo Pump 2 Is Go...
Hey Folks! I think I've finally got the GUI system behaving as it should. I had to make a few more changes so each item could list more than one copy of a GUI type at a time, as well as some code to make sure each GUI's settings were being saved and restored correctly. That goes for both changing scenes in-game, as well as saving out to a file and loading again between sessions.
Coupled with a minor fix to the unique ID system to avoid creeping IDs between scenes, and I was finally able to edit, save, load, and use GUIs!
Unsure what to do next, I decided to fire up the ship editor and start tinkering with it. And after a little bit, one thing was clear: it is really easy to misjudge how big a ship needs to be.
The ship above was just a shot in the dark outline that I then tried to fill with rooms and equipment. Not a lot of room once you start filling-in walls and equipment! As I started to visualize where the HVAC and conduits could go, I decided the next thing to work on might be an interactive control panel:
This might be a good stepping stone for working my way towards full ship controls. With toggle switch UIs, I could wire-up things remotely and have AIs control them from one room. And assuming that works, I can try something a bit more complex.