Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews. Transporters and repair drones are ordered at a ship crafter, assigned per building through a new Station menu, flown out from the mothership hangar, and spent by the work they do - 20 runs, 12 repairs, counted where the run ENDS so nothing retires with cargo in the air or a building half repaired. A spent vessel is gone, so the structure is short again and the player has to build another. The menu shows what each one has left, worst first. Craftability needed its own flag: "the crafter can make it" and "it can take a berth in the fleet" stopped being the same question. #217: transporters crawl at 120 rather than 150, and a Burn Drive lets them carry energy and spend it to travel far faster. Fetching it is a leg of its own, to the nearest store that has any - so a refuelling transporter cannot be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged for it. Unresearched, nothing detours and nothing changes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
parent
1f5fecd371
commit
265e121cb0
31 changed files with 1180 additions and 141 deletions
|
|
@ -32,6 +32,8 @@ const HUD_ROW_GAP := 16.0
|
|||
@onready var skill_menu: Control = get_node("../UI/SkillMenu")
|
||||
@onready var planning_menu: Control = get_node("../UI/PlanningMenu")
|
||||
@onready var garrison_menu: Control = get_node("../UI/GarrisonMenu")
|
||||
# #216: where a hub or a workshop is told how many craft to keep.
|
||||
@onready var station_menu: Control = get_node("../UI/StationMenu")
|
||||
@onready var scanner_menu: Control = get_node("../UI/ScannerMenu")
|
||||
|
||||
var pending_build_type: String = ""
|
||||
|
|
@ -111,7 +113,8 @@ func _seat_hud_columns() -> void:
|
|||
|
||||
func _menu_is_open() -> bool:
|
||||
for menu in [build_menu, craft_menu, lab_menu, transfer_menu, hangar_menu,
|
||||
formation_menu, skill_menu, planning_menu, garrison_menu, scanner_menu]:
|
||||
formation_menu, skill_menu, planning_menu, garrison_menu, scanner_menu,
|
||||
station_menu]:
|
||||
if menu.visible:
|
||||
return true
|
||||
return false
|
||||
|
|
@ -314,6 +317,8 @@ func _on_action_pressed() -> void:
|
|||
elif building_action == "scanner":
|
||||
scanner_building_id = building_id
|
||||
scanner_menu.open_menu()
|
||||
elif building_action == "staff":
|
||||
station_menu.open_for(building_id)
|
||||
|
||||
|
||||
func _on_scan_requested(definition_id: String) -> void:
|
||||
|
|
@ -791,6 +796,7 @@ func _layout_hangar() -> void:
|
|||
|
||||
func _refresh_garrison() -> void:
|
||||
garrison_menu.refresh()
|
||||
station_menu.refresh()
|
||||
|
||||
|
||||
func _refresh_planning() -> void:
|
||||
|
|
|
|||
Loading…
Reference in a new issue