Loïc Wisniewski
d41128bc43
Transporter vessels, an explicit store button, and bottom-anchored menus
...
Forgejo #19 , part 6 of #12 . Transporters are built at the ship crafter,
fly themselves to the nearest hub and wait there. When a building is
short of what its queue needs, the nearest idle transporter runs
hub -> mothership -> building -> hub. Ore leaves the bank when it is
loaded and lands in the building's stock on arrival, so what is drawn
and what happens are the same event - the extractor hauler's rule.
Production orders are now TYPED (interceptor / transporter) rather than
a bare count, since the crafter builds two different things. One at a
time is dispatched per building: without that, every idle transporter
chases the same shortfall and they all arrive carrying ore nobody needs.
Three fixes from play-testing feedback:
- Storing ore into a building is now a deliberate button press, not a
side effect of opening the menu.
- The mothership's load-ore controls were positioned from the TOP of the
screen, so on any viewport shorter than ~1300px the label fell off the
bottom. They are anchored to the bottom edge now, and the label had no
explicit font size so it inherited the theme's 78px and wrapped off
screen. Checked at 720x960 and 720x1280.
- The craft button looked live and did nothing. It was not the transport
work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships,
so the fleet is at its cap from the first frame and every interceptor
order was refused. The button is now visibly disabled and says why.
The underlying balance (crafter useless until Wing Doctrine) is left
alone - that is a design call, not a bug to quietly change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
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Transporter vessels, an explicit store button, and bottom-anchored menus
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Asteroid.gd
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BuildController.gd
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BuildController.gd.uid
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Building.gd
Transport Hub building
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Building.gd.uid
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Building.tscn
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BuildingField.gd
Supply a building by hand: withdraw at the mothership, unload on arrival
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BuildingField.gd.uid
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CargoCounter.gd
Show what the fleet is carrying next to what is banked
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CargoCounter.gd.uid
Show what the fleet is carrying next to what is banked
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Enemy.gd
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Enemy.gd.uid
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Enemy.tscn
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EnemyExplosionVFX.gd
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EnemySpawner.gd
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ExplorationTracker.gd
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ExplosionParticle.gd
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ExplosionVFXBase.gd
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export_presets.cfg
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Fleet.gd
Buildings produce from their own stock, and queue orders until supplied
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Fleet.gd.uid
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FormationEditor.gd
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GameController.gd
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GameController.gd.uid
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GameState.gd
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GameState.gd.uid
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Hauler.gd
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icon.svg
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icon.svg.import
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IconButton.gd
Transport Hub building
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Main.tscn
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NeonDraw.gd
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Planet.gd
Show the extractor derrick the moment it is built, not on respawn
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PlanetField.gd
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PlanetSurface.tscn
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project.godot
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Projectile.gd
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ResourceCounter.gd
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Rock.gd
Fleet carries mined ore until it delivers it to the mothership
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Rock.gd.uid
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Ship.gd
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SkillTreeView.gd
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
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Starfield.gd
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Transporter.gd
Transporter vessels, an explicit store button, and bottom-anchored menus
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Transporter.gd.uid
Transporter vessels, an explicit store button, and bottom-anchored menus
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Transporter.tscn
Transporter vessels, an explicit store button, and bottom-anchored menus
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TransporterField.gd
Transporter vessels, an explicit store button, and bottom-anchored menus
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TransporterField.gd.uid
Transporter vessels, an explicit store button, and bottom-anchored menus
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ui_theme.tres
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ViewUtils.gd
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WorldGen.gd
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WorldMap.gd
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WorldMapContent.gd
Transport Hub building
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