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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@ -83,10 +83,12 @@ func render_options(options: Array, selected: int, vessel_colour: Color) -> void
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_resize_price_tags()
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func show_detail(heading: String, description: String, points: int) -> void:
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# #222: the research-point line that used to sit under the description is
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# gone. Every upgrade card above already carries its own "RP have/need", so
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# the detail was restating for the selected card what the selected card was
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# showing a few pixels higher.
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func show_detail(heading: String, description: String) -> void:
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detail.text = "%s\n%s" % [heading, description]
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if points > 0:
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detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points]
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func clear_detail() -> void:
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