Modelled on the transport hub, deliberately and closely: drones belong to a workshop rather than to the player, are provisioned when it is built, are never a production order, and are upgraded at a ship lab like any other vessel. Anything that already knows how hub transporters behave knows how these do, and Drone Bays raises the count at workshops already standing - the same shape as Freight Yards and Garrison Bays. What a repair COSTS is the one new idea. It is a share of the building's own price, in proportion to how much of its health is gone: levelling a crafter and rebuilding it costs its full price, and patching one up after a wave costs a fraction, the fraction being the damage. The ore is spent when a drone LEAVES, so two drones cannot be sent to the same wall and spend twice for one load of repair, and a building demolished in transit sends its load home rather than swallowing it. "Required resources are sent to the spacial workshop": the workshop asks hub logistics for the ore its outstanding repairs will need, exactly as a gas burner asks for gas, because building_logistics_deficit now takes the larger of the definition's static buffer and what the world actually demands. There is a ceiling on that, so one badly-mauled base cannot pull the whole bank into a single workshop and starve everything else. Worst first: the structure closest to coming down is the one a repair is worth most on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
16 lines
960 B
Text
16 lines
960 B
Text
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=4 format=3]
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="Resource" path="res://vessels/RepairYieldUpgrade.tres" id="2"]
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[ext_resource type="Resource" path="res://vessels/RepairSpeedUpgrade.tres" id="3"]
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[resource]
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script = ExtResource("1")
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definition_id = "repair_drone"
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display_name = "Repair Drone"
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description = "Workshop-owned tender. Flies out to damaged structures and puts them back together, spending ore delivered to its workshop. Cannot be crafted - a workshop brings its own."
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build_cost = 0
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build_time = 0.0
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icon = 43
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glow_color = Color(0.5, 0.95, 0.8, 1)
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hull_points = PackedVector2Array(0, -14, 9, -4, 7, 10, -7, 10, -9, -4)
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base_stats = {"max_speed": 620.0, "acceleration": 1800.0, "transport_speed": 190.0, "repair_amount": 25.0, "delivery_speed": 180.0}
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upgrades = Array[Resource]([ExtResource("2"), ExtResource("3")])
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