Update v0.100
I've been saving up a big change for Startron for v0.100 as it's such a milestone version, so here we go:
Tweaks & updates: Added oracot & puff plants (these will require pickers to harvest and require adjacent lithrogen to grow from seeds)
Fruiting plants adjacent to poison will die
Lifeforms have been renamed to workers
Workers are no longer available from stations (you'll get an initial number to start with then you've got to make more)
Added nurseries where workers are made from crayons, calron & oracot fruit
Changed the factory ASCII from ∩ to n so it looks like it's got a little exhaust pipe
Prettified most of the structure thumbnails (they were in need of a touch-up as they were made in 2020)
Prevented beaming up workers from roads (the ones shown on roads are now just representations of work-power, not the workers themselves)
Standardised the words "wormhole", "ship factory" & "lifeform" (I kept calling them "worm hole", "shipyard" and "life form" so the code & i18n was getting messy)
Nerfed the number of ships created from ship factories to just 1
Added a limit for new entities added to systems
Targeted picking from pickers now only works from yards to prevent mishaps in the automation
Players loading old versions will receive puff seeds on launching in v0.100
Prevented beaming up gases without canisters
Raw gases have been removed from old save inventories
New cosmoses will now generate puff and oracot plants occasionally
Prevented collectibles spawning in the starting system (for technical and continuity reasons)
Rock entities will now disappear (like stations already did) if the player destroys all the tiles in them
Marginally sped up reading the cosmos list on the menu
Smoothed out the cosmos rotation
Now for the heavy stuff... Created a new 3D interior map
Created a bunch of new 3D interior textures
Added a new 3D engine iteration to allow this level of detail (the previous 2 engines were kind of bodge-jobs to get it working in the very niche scenarios I needed them, but this new code is much more general-purpose)
Added 3D interior waypoint navigation
The player's location is now saved in the 3D interior view
Added fast-travel in the 3D interior view
Added proper alpha sorting to the new 3D engine
Added better culling to 3D geometry
Ensured the arcade machine, parts door & pirate damage appropriately carry over into the new 3D interior view
Added a database terminal to the ship which will remain untampered if docked at a pirate port
Added a 3D representation of the cargo bay (bays will display different basic contents depending on what is in them on the 2D terminal in the corner)
Updated the cargo bay interface to work with the 3D interior view
Updated the engineering interface to work with the 3D interior view
Added self destruct lights to the 3D interior view
Added a self-destruct countdown to the screens around the 3D interior view
The walls of the 3D readyroom are now dynamically textured to show the contents
The 6 crew quarters now show their inhabitants from the quarters interface
Updated the news anchor in the bar
Nearby small entities will also be destroyed if the player self-destructs nearby (don't initiate self destruct while docked at a space station, or you'll take it out with you)
Tidied up a bunch of old/unused assets
Removed the old dev mode from the main menu (this function has essentially been replaced by my own external tooling as mentioned last time)
Updated the website database to cover the new/altered concepts introduced
Bugs fixed in this version: Fixed refineries working half as efficiently as they should when processing compounds
Fixed the sun angle on the main menu reversing if the player flips to the other side of a planet in game (took me a while to track this one down; it's been a bug for a while but every time I looked it seemed to be fixed because I'd be unknowingly debugging with the wrong side of a planet)
Fixed pickers not picking from the correct catchment area
Fixed issues with active tiles not updating correctly on player's actions
Fixed the Maze Base background planet disappearing at 135 degrees Y at certain positions in the maze
Fixed the Maze Base background planet not actually being circular
Fixed being able to move in 2 directions at once in Maze Base
Fixed shadows/fog on the backdrop through 3D windows
Fixed the database fade effect drawing outside of its box
Fixed the old version load message being hidden behind less important information
Fixed parking orbit traffic light being one line above where it should be on the bridge
Dev stuff: Added a 3D map editor to EdiTools (obviously this was fairly crucial for this update)
Split up interior room processing & rendering (previously they were all crammed into one central space-station logical concept, but now, since they've been conceptually combined with the ship rooms, I've organised everything a bit better)
Added some more debug commands
Standardised changing 3D walls into a util (just because updating geometry & textures is non-trivial)
Bunged all the utils for the new 3D stuff in a separate file
Sorted out a few stray unused auto-imports from various historical typos and debugging sessions that could potentially cause problems
I wanted to get this out sooner, but needed to put enough in to justify such a large shift in interfacing so it became necessary to spend this long on it. That being said though, there are definitely more things I also imagined squeezing in that got cut, so stay tuned for future updates as there'll be more built on top of what's been added this time around. Around what time do you think the game will be released?
Sorry not sorry lol