Plan every craftable vessel, and stop restating the point cost
#221: the planning centre listed only fleet-eligible hulls, so the two vessels that most need replacing were the two it could not plan - #216 made transporters and repair drones wear out, which is what a standing order is for. It offers everything a crafter can build now. That needed the census to see them: it counted the fleet, the hangar, garrisons and transit, but not vessels standing at a hub or a workshop. An order for a transporter would never have seen the ones already built, and the crafters would have gone on making more forever. #222: the ship lab's detail block restated the selected upgrade's research point cost, which its own card shows a few pixels higher. Removed, with the parameter and the call-site lookup that fed it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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4 changed files with 45 additions and 8 deletions
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@ -650,8 +650,7 @@ func _refresh_lab() -> void:
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lab_can_buy = false
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return
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var selected: Dictionary = options[lab_choice]
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var points: int = GameState.research_point_cost(String(selected.id))
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lab_menu.show_detail(String(selected.name), String(selected.desc), points)
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lab_menu.show_detail(String(selected.name), String(selected.desc))
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var queued: Dictionary = GameState.lab_research_order(lab_building_id)
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lab_can_buy = queued.is_empty() and (selected.unlock \
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or not GameState.upgrade_maxed(selected.id))
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