This time I reworked another feature of the game, that was not touched for a long time and needed an update to the new gameplay.
I updated the Center of Mass, to make it easier to see what's going on. The old “possible area” was not very intuitive, so I added a manual logic and an acceptable offset to the perfect mass balancing. The Player can now change the Target Mass and the extension of the Mass Balancers Water Balloon.

To visualize this, I reworked the Overlay for it. It will also become visible, when the Mass Distance is changed by the player with Drag&Drop. Then it also shows the Center of Mass of the Ship when the Mass Balancer reached its target fill level. In case of the normal overlay, it shows the ships Center of Mass when all of the balancers reached its target fill level.

This iteration I migrated the Mass Balancer to the new Interior Item System. It’s similar to the Dock reaching to the outside of the ship, to not disturb the player. The construction is made out of a big balloon that can be filled with 100T of Water. The Balloon can be extended via pipes that can be moved out. Similar to drilling oil, the pipes get mounted or unmounted when moving further. The tube storage and a connection is in the inside of the ship, so the crew can easily maintain it.

The artificial gravity was a late game feature till now, due to the mass balancers moving their mass to the outside of the ship. But in reality it's also possible to use that technique for a small ship towards the other direction. This makes it now also possible to start the artificial gravity for the small new starting ship. I added an Achievement and Explanation later in the game as to not overload new players too much.

To show that system to new players, the help has been changed. The Help menu now contains the old help for the activities, as to have one central place. Instead there are now context relevant help buttons, shown in green if they have not been seen by the player.

All testers asked about adding doors in finished buildings, so I had to support that and created a door interior item. It also has the effect that it’s easier to open and close the doors. All new rooms must get a door interior before they can be built.

To improve the playing speed and make it more convenient, you can now start the time warps by just pressing the Tab Button. It will timewarp if there is a useful timewarp, e.g. it will timewarp to the end of the sleeping when the person is selected; or when a construction site is selected, to the end of the construction.

Each interior item has Containers and they were all shown without a logical structure. The condition has been moved to its own place, and the others are now sorted by the input and output storages. When the interior has Recipes like the workbench, the items are split by a Progress element, to make it even better to see what’s going on.

To make the outside of the Ship better visible in the shadow of the sun, an ambient occlusion for the outside of the ship has been added.

Players have reported feelings of dizziness when engaging in the time-warp feature while rooms are visible. To combat this, I have implemented a feature that allows players to adjust the background brightness. By default, the background brightness will be dynamically calculated to match human perception, providing a more comfortable experience while time-warping.

Analoge spinning clock to the timewarp overlay. This was a suggestion from the growing community, thanks to Revolus for the idea.

I also post the progress and more pictures to our Discord:

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