
Hello everyone, and Happy Sunday! I’ve had a super productive week; tons of bug fixes, graphics changes, and general tweaking. I also completely reworked a few older systems to be more easily scaled. Check below for a full Dev Log! Added Features:
Reworked Solar Satellite mesh and materials.
Created a new system to manage loading resources on Satellites.
All Save Systems are no longer hard-coding their worker counts.
Solar Satellites are now linked to the Alarm system.
Updated a Reflection based health saving system. Makes saving Health and ID data much more efficient.
Created a Load Health system. Uses Reflection to dynamically load health and ID data back onto Satellites.
Updated all Save Systems to use both the Save and Load methods for resources stored on Satellites.
Production progress on each manufacturing Satellite is now saved and loaded.
Refactored the entire Foundry Satellite. Made it more like other production Satellites.
Economy Graph has been refactored. Is more easily scaled now.
All production Satellites now add their resources to their respective totals upon loading.
Bug Fixes:
Habitats save their resources using the correct index.
Manufactories load Carbon Nano Tubes to the proper index.
Workshop resources were not loading correctly.
All Satellites now reincorporate the Health Save/Load system.
Habitats now save which solar system they belong to.
All other Satellites were checked for proper assignment of Solar System ID, and fixed too.
Granaries also were not saving which system they belonged to.
Mines and Farms are now correctly marked as ‘loaded’ when loaded from a Save File.
Re-imported the mesh for Transport Hangars. Fixes missing materials.
Upgrades are now loaded correctly.
Fixed an issue when a Solar Satellite is destroyed.
Materials in Transit are now saved/loaded correctly. Rebuilt the system surrounding this issue.
Emperor Power/ Devotion no longer goes negative in value.
Deposit Energy function now plugs the correct values into the Economy Graph.
Satellite Upgrades no longer require Control as a cost.
Balancing:
Control Nodes and Space Stations no longer save which Satellites they control. This is handled randomly. Updates to the overall Save System did not implement this correctly anyway.
Health is now measured in floats instead of integers. This allows higher details, and cross-loading/saving data.
Several Tax Timers were modified. Control Nodes cost more per cycle. Other taxes were applied to various Satellites.
Significantly reduced Devotion/Happiness effects when a Citizen dies from starvation.