Transporter capacity per hub, and research to raise it #20

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opened 2026-08-11 13:36:44 +00:00 by metaheavens · 1 comment
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Part 7 of #12. Depends on the transporter vessel ticket.

From #12: "there's a limit in the number of a available transporters, more hub needs to be created, or a research in the mothership let each hub have more resources".

Scope

  • Per-hub cap on stationed transporters.
  • Building more hubs raises total capacity.
  • A mothership skill-tree node raises per-hub capacity. GameState.SKILL_TREE and max_fleet_size() already do exactly this shape of thing for fleet capacity - follow that rather than inventing a second mechanism.

Acceptance

  • Building past the cap is refused with a clear reason, not silently ignored.
  • Researching the upgrade raises capacity immediately for existing hubs.
Part 7 of #12. Depends on the transporter vessel ticket. From #12: "there's a limit in the number of a available transporters, more hub needs to be created, or a research in the mothership let each hub have more resources". **Scope** - Per-hub cap on stationed transporters. - Building more hubs raises total capacity. - A mothership skill-tree node raises per-hub capacity. `GameState.SKILL_TREE` and `max_fleet_size()` already do exactly this shape of thing for fleet capacity - follow that rather than inventing a second mechanism. **Acceptance** - Building past the cap is refused with a clear reason, not silently ignored. - Researching the upgrade raises capacity immediately for existing hubs.
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Done in f198076. Last piece of #12.

A hub stations BASE_HUB_CAPACITY (2) transporters. Total berths are hubs x per-hub capacity, so building another hub and researching Freight Yards both raise it - the choice #12 asks the player to make.

Capacity follows the same shape as max_fleet_size() (sum a bonus over unlocked) rather than inventing a second mechanism, which is what makes research apply to hubs already built rather than only to ones placed afterwards.

A queued-but-unbuilt transporter holds its berth. Without that, a player could order ten against two berths and only find out when they refused to appear.

Ordering past the cap is refused outright, and the two refusals - no hub at all, versus every berth taken - say which. "Nothing happened" is exactly the bug that was reported against the craft button, so it seemed worth not repeating.

mutation result
cap not enforced FAIL (queued a transporter past the 2-berth cap)
queued orders do not reserve a berth FAIL (claimed 0 berths after ordering 2)
capacity flat rather than per hub FAIL (2 hubs give 2 berths, expected 4)
research applies only to hubs built later FAIL (research gave 0 berths, expected +1 per existing hub)

Full suite: 47/47.

Done in f198076. Last piece of #12. A hub stations `BASE_HUB_CAPACITY` (2) transporters. Total berths are hubs x per-hub capacity, so **building another hub** and **researching Freight Yards** both raise it - the choice #12 asks the player to make. Capacity follows the same shape as `max_fleet_size()` (sum a bonus over `unlocked`) rather than inventing a second mechanism, which is what makes research apply to hubs *already built* rather than only to ones placed afterwards. A queued-but-unbuilt transporter holds its berth. Without that, a player could order ten against two berths and only find out when they refused to appear. Ordering past the cap is refused outright, and the two refusals - no hub at all, versus every berth taken - say which. "Nothing happened" is exactly the bug that was reported against the craft button, so it seemed worth not repeating. | mutation | result | |---|---| | cap not enforced | FAIL (queued a transporter past the 2-berth cap) | | queued orders do not reserve a berth | FAIL (claimed 0 berths after ordering 2) | | capacity flat rather than per hub | FAIL (2 hubs give 2 berths, expected 4) | | research applies only to hubs built later | FAIL (research gave 0 berths, expected +1 per existing hub) | Full suite: **47/47**.
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