2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Details about updates to Shores of Hazeron

2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Postby Haxus » Thu Apr 12, 2018 7:39 am

Fetch Vehicles
Buildings were not fetching vehicles to fill their parking spots. That is finished. Here are some notes.
  • Buildings with empty parking spots will try to fetch one vehicle every six minutes until they are full.
  • Buildings fetch vehicles from the factories that make them.
  • Buildings fetch vehicles from all buildings to which they are connected, honoring export policies of their owners. That means they can/will fetch vehicles from other worlds in the system.
  • Space fighters, transports and APCs are only fetched by military buildings.
  • Farm machinery is only fetched by farms and orchards.
  • Motor bikes, SUVs, helicopters and sailboats are only fetched by civilian buildings.
  • Rockets and submarines are fetched by civilian and military buildings.
Vehicle Manufacture Bug
Buildings that manufactured any kind of vehicle, other than a ground vehicle, were not creating the new vehicle. That is fixed.

Vehicle Service
Requested service while on a motor bike at a farm. Got repairs.

Vehicles now get serviced (fuel and repairs) at retail stores and the buildings at which they are made. Ground vehicles can get serviced at vehicle factories and retail stores. Water vehicles can get serviced at ship yards and retail stores. Air and space vehicles can get serviced at aircraft factories and retail stores.

Cannot Bulldoze Roads
Created a road and then could not bulldoze it.

Discovered that the person who claims a world is not automatically in its chain of command. That is changed so a person can develop a world they claim. They are now granted the rights that city founders get.

Using the city founder rights is not the best solution. Pertinent government policies are needed to govern this. It is a topic I put off for another day.

Building Tech
Buildings were not upgrading their quality of operation using tech objects from other buildings.

Buildings should now import and use tech objects. Testing is needed.

Ringworld Claim Bug
After claiming a ringworld, a player was unable to build a military HQ. The error message said he needed to claim the ringworld.

Fixed an error when sending world claim information to ringworlds and gas giants.

Building Construction Bug
Start to draw a building. Change the blueprint. The cursor does not change until I start to draw the building again, kind of annoying. Fixed.

Building Nav Lights
Building nav lights were staying lit in the day time.

Building nav lights will now turn off in daylight. Some kinds of buildings were not illuminating their nav lights at all. That is also fixed.

Beacons and strobes on buildings are lit at all times.

Fuel Storage
Separation of fuel storage from other commodities in buildings is causing problems.

Removed this vestige of code carried over from spacecraft.
  • Existing building designs will treat their fuel storage space as additional hold space.
  • Storage tank and some power plants now require 1 cubic meter of hold space, instead of fuel storage space.
  • Fuel storage slider removed from building properties.
Storage Tanks
Storage tanks now have a control like a warehouse, to select the commodity it is to import. The storage tank will slowly fill itself with the chosen commodity. The list of choices includes only commodities that might be stored in bulk liquid or gas form.

Warehouses
Warehouses now limit their list of import commodities to those that are not stored in storage tanks. Particularly, they do not list commodities that might be stored in bulk liquid or gas form, reserving those for storage tanks.
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Re: 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Postby jakbruce2012 » Thu Apr 12, 2018 7:50 am

I'll check my new type cities for tech distribution once the universe awakens.
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Re: 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Postby Haxus » Thu Apr 12, 2018 8:09 am

Thank you. My new style city is not far enough along to need or use tech.
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Re: 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Postby Deantwo » Thu Apr 12, 2018 9:06 am

Haxus wrote:Fuel Storage
Separation of fuel storage from other commodities in buildings is causing problems.

Removed this vestige of code carried over from spacecraft.
  • Existing building designs will treat their fuel storage space as additional hold space.
  • Storage tank and some power plants now require 1 cubic meter of hold space, instead of fuel storage space.
  • Fuel storage slider removed from building properties.

Awesome!

I still think you should rework how it works for spacecraft too.
Simply make fuel an integer, the type of fuel in the fuel cell is defined by the power plant module.
Then add a simple option to move the power plant's type of fuel from cargo hold into fuel cell. If the power plant module is changed, discard the stored fuel.

The only issue I see is if you want to allow taking the fuel out of the fuel cell, which I don't really think is nessarary anyway. Allow two spacecraft with the same power plant module to transfer fuel between each other could just be the only way to move fuel out of a fuel cell for now.

As for fuel quality when adding more fuel, just average the quality of the input with what is in the fuel tank. It won't be perfect, but if we can't take the fuel out again it doesn't matter.

This would allow for transportation of fuel commodities as commodities, instead of the weird situation we have right now where hydrogen is the only fuel type and can't be stored in cargo hold at all.

Haxus wrote:Storage Tanks
Storage tanks now have a control like a warehouse, to select the commodity it is to import. The storage tank will slowly fill itself with the chosen commodity. The list of choices includes only commodities that might be stored in bulk liquid or gas form.

Warehouses
Warehouses now limit their list of import commodities to those that are not stored in storage tanks. Particularly, they do not list commodities that might be stored in bulk liquid or gas form, reserving those for storage tanks.

Need some getting used to, but better then before for sure.

Still missing a way to have more than one commodity type in a warehouse. Maybe a category selection would be nice too? Select "Food" and it divide the storage with the number of food types, allowing that number of each food commodity.
Last edited by Deantwo on Thu Apr 12, 2018 10:36 am, edited 1 time in total.
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Re: 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks

Postby Ikkir Isth » Thu Apr 12, 2018 10:23 am

Well, if fuel (or more specifically: liquids and gases) are all going to behave the same now, you could actually start creating quantities of those in gas tanks as liters/gallons whatever, and have the actual commodities themselves simply be storage tanks that can be filled with a container (which would mean: you create hydrogen at a factory and can load/unload it directly from tanks, or you can build a high-pressure gas container and load hydrogen into it, which would involve another commodity + fuel in storage that can be drained/use and has durability like a tool. Hell, batteries could work the same way).

Something like: container of Hydrogen has 20 effective liters, a rocket's standard fuel tank takes 100 effective liters and burns N liters per active second of thrust and M liters per second of activity. Refilling from a tank in inventory will fill up to the amount in said tank (20 liters) and damage the durability of the container. Better containers may be able to hold more.

One thing to note though is we would need something with harvesters to harvest to a tank as well, unless of course we would now need pressurized containers in ship cargo to fill (and I guess it would be more like dedicating some percentage of mass now to 1: hold, 2: fuel, 3: fluid and gas, unless the hold is abstracted for fluid and gas as well and to take said things from the hold you need a container like everything else)
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