Find the planet setups in an exported build
The registry scanned res://PlanetSetups for names ending ".tres". An export does not ship those: text resources are converted to binary and the pack carries "<name>.tres.remap", which ResourceLoader follows when asked for the original path. So the scan found nothing in the web build, every planet drew no setup, and since #211 the setup IS the garrison - every world in the deployed game was deserted, with nothing logged to say why. Confirmed by reading index.pck, which holds rocky_default.tres.remap and no .tres. The suite runs from source, where the bug cannot occur, so the name resolution is its own function and tested against the exact strings the pack contains. Also: the planning centre listed transporters and repair drones but set_vessel_target() still refused anything not fleet-eligible, so both rows had buttons that did nothing - the worst shape a refusal can take. Listing and setting read the same rule now, and a standing order is only offered to a crafter that can actually take it. And two quests close the chain: the tentacle world, which the scanner will not offer until the story hands it over, and the Warden itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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6 changed files with 179 additions and 8 deletions
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@ -87,7 +87,17 @@ func _state_cases() -> bool:
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return _fail("a transporter standing at a hub is counted %d times, expected once" \
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% game_state.vessel_census(GameState.VESSEL_TRANSPORTER))
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game_state.remove_buildings_of_type(GameState.BUILDING_TRANSPORT_HUB)
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print("support craft are plannable, and counted where they stand")
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# Listed is not enough - the buttons have to move the number. #221 left
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# the setter reading the old fleet-eligible rule, so both rows appeared
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# with controls that did nothing at all.
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for support in [GameState.VESSEL_TRANSPORTER, GameState.REPAIR_DRONE]:
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if game_state.adjust_vessel_target(support, 2) != 2:
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return _fail("'%s' is listed in the planning centre but its target cannot be raised" \
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% support)
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if game_state.vessel_target(support) != 2:
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return _fail("'%s' target did not stick at 2" % support)
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game_state.set_vessel_target(support, 0)
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print("support craft are plannable, settable, and counted where they stand")
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game_state.fleet_vessel_types = PackedStringArray([interceptor, interceptor])
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game_state.stored_vessels.append(interceptor)
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game_state.set_garrison_desired(outpost_id, interceptor, 1)
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