create a quest to research the ship crafter before creating the ship crafter itself #141

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opened 2026-08-28 13:40:51 +00:00 by metaheavens · 2 comments
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Done in 3a4c2f4-ish (see the commit titled "#141, #142: the chain teaches research, and asks for the pile before the build").

The crafter quest's brief was doing two unrelated jobs off one line - "spend ore on the Shipyards doctrine, then put a ship crafter down". That asks the player to open a menu they have never opened and place a structure, and the first of those is the one that needed saying properly.

Researching Shipyards is its own quest now, and it is the one that explains where the research tree actually is (aboard the mothership). The crafter quest that follows is just the crafter. Every later quest that needs a doctrine still only mentions it in passing in its brief - once the player has been into the tree, that is enough, and a research quest per building would double the chain without teaching anything new.

It needed a goal kind the model did not have - GOAL_RESEARCH, satisfied by is_unlocked(node).

Pinned as a property rather than as a position in a list: the first structure the chain asks for that is gated behind a doctrine must have that doctrine as a quest of its own. That is checked against research_node_for_building(), so it keeps holding if the chain is reordered or a building's gate changes.

Done in `3a4c2f4`-ish (see the commit titled "#141, #142: the chain teaches research, and asks for the pile before the build"). The crafter quest's brief was doing two unrelated jobs off one line - "spend ore on the Shipyards doctrine, then put a ship crafter down". That asks the player to open a menu they have never opened *and* place a structure, and the first of those is the one that needed saying properly. Researching Shipyards is its own quest now, and it is the one that explains where the research tree actually is (aboard the mothership). The crafter quest that follows is just the crafter. Every later quest that needs a doctrine still only mentions it in passing in its brief - once the player has been into the tree, that is enough, and a research quest per building would double the chain without teaching anything new. It needed a goal kind the model did not have - `GOAL_RESEARCH`, satisfied by `is_unlocked(node)`. Pinned as a property rather than as a position in a list: the **first** structure the chain asks for that is gated behind a doctrine must have that doctrine as a quest of its own. That is checked against `research_node_for_building()`, so it keeps holding if the chain is reordered or a building's gate changes.
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Correcting the reference above: the commit is 90c34f6.

Correcting the reference above: the commit is `90c34f6`.
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metaheavens/spaceship#141
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