Commit Graph

167 Commits

Author SHA1 Message Date
1088b88692 name the output section for the several buffers it now holds
A building has one output buffer per item it can produce, so the singular
caption no longer matches what the section lists -- and the input side, which
has always had one buffer per material, already read "Input buffers".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-12 22:10:00 +02:00
8401b20d35 give each output item its own buffer
The Reprocessing Plant held at most one cycle's output, so a single item
anywhere in the building -- buffer or still emerging -- stopped the next cycle.
That cap existed only to deny a reroll: with room for one item, stalling the
output belt could not make the plant discard a roll and try again.

Replace it with the general rule. Every item a recipe can produce gets its own
buffer of twice its per-cycle amount, mirroring the input side, and a cycle
starts only when every output it could produce fits. For a deterministic recipe
that is just its own outputs, so nothing changes there. For the plant it means
all possible rolls must fit, which denies the reroll as before -- a full buffer
for one item stops the plant entirely rather than letting it go on producing
only the others -- while allowing an output amount above one.

Also pins what "the next buffered item" means at the output port now that one
queue no longer implies it: items leave in production order whatever their
type. Status light and output chip wording follow, since a buffer short of a
full cycle's worth blocks exactly as a full one does.

Requirements only; the implementation follows.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-12 16:04:09 +02:00
3a4b69b520 state the debris scrap value with the item icon, not the word
The debris panel's stat row spelled out "Scrap remaining". It now reads
"Remaining" with the amount followed by the bare scrap icon -- the same
inline form the header bar uses for building blocks -- and falls back to
the old caption when no scrap icon file exists. The count summary's
indented sub-row states its sum the same way.

REQ-UI-ITEM-ICON named the bare inline icon as a building_block special
case; it now states the general rule (an icon standing in for the item's
name beside a number is drawn without its square) and keeps the boundary
explicit: a value shown as an item still takes the square.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-12 09:52:21 +02:00
bd8fe5157e add border around recipes where several of them stack 2026-08-12 08:30:10 +02:00
a3fddf63cc give a recipe line its own row for its identity 2026-08-11 22:07:15 +02:00
1ddd830476 fix requirements: let the layout preview state that it shows color alone 2026-08-11 22:07:02 +02:00
f255224ccd show recipes visually instead of describing them in text 2026-08-11 21:47:35 +02:00
3274df91d4 open selection panel modals on the panel 2026-08-11 21:21:12 +02:00
d1da4b2937 color item icon backgrounds in the UI from visuals.toml 2026-08-11 21:18:52 +02:00
37378e3c1b allow to move the selection panel via mouse drag 2026-08-09 22:09:41 +02:00
5794a51c9a draw boxes around item icons 2026-08-09 21:20:47 +02:00
09858f4b62 keep an auto-recipe building's summary between its cycles 2026-08-09 20:41:48 +02:00
c0b009c548 place the selection panel beside what it describes 2026-08-09 20:36:58 +02:00
7ae5f8c4dc fix selection panel contents 2026-08-07 22:01:10 +02:00
40415e663b put the controls panel in the corner and let it step around the build bar 2026-08-07 20:42:41 +02:00
4b5e288632 record that additive selection is offered only once something is selected 2026-08-07 19:10:26 +02:00
cab7244b00 divide the always-available rows in the General context too 2026-08-07 19:10:04 +02:00
f61f0bf761 add requirements for a context-sensitive controls panel floating over the game world 2026-08-07 18:47:15 +02:00
2289277e12 split the selection panel into one card per kind of selection 2026-08-07 18:38:55 +02:00
603f8063e9 float the selection panel over the game world instead of a side column 2026-08-06 22:06:42 +02:00
3b37b0ecf8 target single-building transfers by hovering, not by footprint coincidence 2026-08-06 20:31:51 +02:00
98deab932a let any blueprint transfer configuration, not just single-building ones (if the orientation matches) 2026-08-06 20:29:20 +02:00
08d8b0dd90 re-cover copy-settings through single-building blueprints 2026-08-06 19:44:55 +02:00
cd31af2611 remove the Shift copy-building-settings gesture 2026-08-06 19:09:11 +02:00
fd6a7c5815 rekey the temporary blueprint to C, add V to re-place it 2026-08-06 19:07:13 +02:00
18cfe238f6 move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs 2026-08-06 19:03:59 +02:00
c1af58d80c float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons 2026-08-06 08:28:40 +02:00
79b79ab7c3 Show building_block icon in header stock, expand button and build costs 2026-07-23 21:13:37 +02:00
f766ae4a86 Allow to draw produced-item icons in recipe dialog and game world 2026-07-23 20:54:04 +02:00
8b71fe1a03 Rename ship/station scrap drop entities to "debris" 2026-07-23 20:51:05 +02:00
11daa61714 Add refund-percentage tooltip to Deconstruct button 2026-07-23 20:46:39 +02:00
60d6767d93 draw building icons in the game world 2026-07-23 20:45:50 +02:00
7c1455b8a0 add icons for build buttons 2026-07-22 21:44:20 +02:00
e20a0bba67 Rename Demolish to Deconstruct 2026-07-22 21:40:42 +02:00
b2ce20e6ad Add deconstruction queue 2026-07-22 21:37:56 +02:00
a9082c57f3 Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings) 2026-07-22 21:34:59 +02:00
a8a6a04f1e Highlight tunnel connections in green when selected 2026-07-21 21:16:21 +02:00
a75222f111 Never rotate tunnels in place 2026-07-21 21:14:27 +02:00
9b63af6ccb Unify tunnel build mode into a single Tunnel button 2026-07-21 21:12:06 +02:00
4ca5b332cd Snap belt-drag end tile to a building's input edge 2026-07-21 21:09:07 +02:00
0c4eb480be Update belt drag L-path immediately on rotate 2026-07-21 21:06:54 +02:00
b2c1ea34fd Implement deferred L-shaped belt drag placement 2026-07-21 21:05:31 +02:00
1cbc695bc5 Add building status light 2026-07-20 22:19:58 +02:00
c7ecce6ac4 make empty layout cells pulse while module is selected 2026-07-20 22:15:26 +02:00
be475e2836 allow multi-select for ships/stations, mixable with scrap 2026-07-20 21:03:11 +02:00
1cdafb7bcd draw glyph for output port at the target tile during build mode 2026-07-19 22:30:03 +02:00
f205136e21 show tooltip for artifacts in the header bar 2026-07-19 22:16:04 +02:00
b708e1b29d Add demolish-mode vignette 2026-07-19 21:51:12 +02:00
c76ba07bc7 Correct top game speed step to 10x in requirements 2026-07-19 21:37:47 +02:00
b2e7e4897a Add paused-state vignette border to game world view 2026-07-19 21:34:56 +02:00