#136 - the gas burner drawn on top of the transport hub. The build menu's rows were a written-down list of tops read with `tops[mini(row, size - 1)]`, and with every structure researched the menu wanted a fourth row where the list had three, so the last entry was placed on the third row's centre slot. A list that silently stacks whatever will not fit in it is not a layout. Rows are computed now, from a first top and a pitch that tightens to fit and is floored at the row's own height - so two rows cannot occupy the same space however far the catalog grows - and the column count widens rather than adding a row the band cannot hold. Ten structures now sit in four columns of three rows. The test unlocks the whole tree and checks every pair of entries for overlap, which is the shape of the bug rather than a coordinate that happens to be right today. #137 - the game had three answers to "what does this cost". The build menu drew a NeonNumber under each option, the craft menu drew glyph strips, and the ship lab spelled prices out inside the caption. PriceTag is that answer once: the resource's glyph, then what you HOLD over what it COSTS. It replaces all three, plus the info popup and the skill panel, and VesselPriceStrip - which was the same idea for one menu - goes with them. The build menu also gains the resource bar the other two already had, in the same place and at the same size, and the craft menu's - the only one not running the full width of its panel - now matches. The bar drops its LOCAL column where there is no building to report on, for the same reason #95 dropped it where it only repeated BANKED. #134 - the skill panel's explanation and its price were both centred in the same band, so a long description landed on the number. The text is the left of the band now and the tag is the right. The shortfall it used to spell out in a sentence - one per case, ore or research points - is the red on the tag instead, and research points ride along as an entry of their own, so the tag says WHICH thing is missing without a line of prose per possibility. One trap worth recording: PriceTag and ResourceBar read the GameState autoload, and an `extends SceneTree` test script that so much as names such a class - or preloads the file - fails to compile, because GameState is not an identifier in that context. GDScript then caches the failure, so the scene the test instantiates gets a Control with no script where its resource bar should be. The tests compare script PATHS, as strings.
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