Fix Salvage Bay drop-off not working by adding config-driven buffer capacity

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2026-07-09 20:11:12 +02:00
parent cc38bf95fa
commit 2ddf13238c
9 changed files with 83 additions and 2 deletions

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@@ -120,7 +120,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one higher-level intermediate product per cycle via weighted random pick. The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE); the pool of eligible outputs is restricted to implicitly unlocked item types (REQ-LOCK-REPROCESSING-POOL). The output buffer holds at most one cycle's output — see REQ-MAT-OUTPUT-BUFFER-REPROCESSING.
- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a schematic. When all required materials — the ship's base materials (`[ship.schematic].materials`) plus the materials of all modules in the configured layout (REQ-MOD-MATERIALS) — are present in its input buffer, the shipyard consumes them and begins a production cycle lasting the ship's base `[ship.schematic].production_time_seconds` plus the sum of production times contributed by all module instances in the configured layout (REQ-MOD-PRODUCTION-TIME). One ship of that type is spawned with the configured modules when the cycle completes. The shipyard cannot start a new cycle while one is in progress. If the player confirms a layout change (REQ-MOD-UI-DIALOG) while a production cycle is in progress, the current cycle is cancelled and all consumed materials are discarded; the shipyard returns to idle with the new layout configuration.
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. Scrap delivered here is placed onto connected output belts.
- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. It has an output buffer whose holding capacity is defined by the `output_buffer_capacity` field of the `salvage_bay` entry in `buildings.toml` (rather than by a production cycle, since the Salvage Bay has no recipe). A ship at the bay hands over one unit of scrap per tick while the buffer has free space; a full buffer blocks further drop-off until space frees up (consistent with the buffer-full semantics of REQ-MAT-OUTPUT-BUFFER). Held scrap is pushed onto connected output belts.
- REQ-BLD-BELT: **Belt** (1×1): Transports items. A belt tile has one direction (N, S, E, W) set at placement (modified by rotation). Curved belts are auto-derived: when a belt tile's outgoing direction leads into another belt whose direction is orthogonal, the downstream belt is rendered and behaves as a curve. Belt speed is defined in `world.toml [world].belt_speed_tiles_per_second` (REQ-GW-BELT-SPEED).
- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel; only implicitly unlocked item types are available as filter options (REQ-LOCK-UI-SPLITTER). Routing rules:
- An item matching only one output's filter is routed to that output.