Alpha 5 [0.5.5] Dev Status: Memes Management and Mission Cancellation

Alpha 5 [0.5.5]:
expected: before the end of February 2013
Main To-Do-List:

  • !DONE! - the action popup menu will be replaced with a custom interface more stable, the current menu can freeze the interface if used in some ways.
  • !DONE! - the Interplanetary Transit mission will be re-enabled.
  • !DONE! - the mission cancellation will be finally completely implemented.
  • !DONE! - the SPM memes management will be fixed (the bug that freeze FARC at March 1st). Don't worry, for now the memes management is simply disabled in the alpha 4.
  • the transition for conversion/assembling/building will be fixed (some errors have been reported).
  • the framework of the planetary survey system will implemented, including the resource survey.
  • the turn-based subsystem will be implemented and will be switchable with the realtime subsystem.
Some details about the memes management:
I completely rewrote the part of the code about the memes, based on what I previously did, and the memes management is now fully operational again and bug free (the last show stopper bug has been killed). No more freeze at March 1st :)

To show you what it is practically I made 3 screenshots:

In this first, the 3 memes (in blue color) are the one that are present among the player's faction culture. They are set in accordance to the default setting when a new game is launched; the SPM is simply copied from the allegiance faction's SPM.
'BL' is the Belief Level of the meme or the idea/belief strength of penetration in a population's culture; 'SV' indicate at which range or density the meme is spread among the colonies.

In this second screenshot, the population made some change in its view of things. It shows the result after one month (the memes are processed each month).
Some of them like Bioroids Adoption and Infotranscendence are high because certainly the government is managed by a sentient AI. The choices are based mainly, but not only, on the influence matrix between all the policies and memes of the game. It allows keeping certain coherence.
Immortalism which was at the weakest level ('Fleeting') 1 month ago has been simply kicked out by the population.

In this third and last screenshot, as you can see, the game doesn't freeze anymore after March 1st and all goes well :) The progression/regression/stagnation occurs normally.


That was a small example, as you could see the part concerning the memes is entirely automated, it's the population of each faction that decide which ideas fit their culture. In the future, the player and the AIs will be allowed to apply meme engineering to influence these choices.

As a last note, these progressions are totally unpredictable, even if there's calculations and some probabilities it will be hard to see how the memes will evolve, apart for the obviously ones.
During the bug test of this part I didn't have the same thing each time.

By the way, the SPM is a bit crude yet and will be refined in the near future. It will even change some part of the gameplay depending on which policy and meme is present, but it's a story for another post...

Stay tuned.

Best Wishes + Dev Status

Here's a small ranting post to wish you a good end of year, even if many of us are currently struggling in Europe.

For my part, the development of FARC will continue even during these days off, since that I don't really partying during this period and my familly is remote.

The mission cancellation is done and I working on the memes management by rewriting its code. I hope so to kill the last show stopper bug, since the Alpha 3, by this way. I've already seen some parts to improve, and did it.

After that I'll begin to implement the planetary survey, and particularly the resources survey, and so will be the status of the Alpha 5 by the end of the year.

Stay tuned.

Alpha 5 [0.5.5] Dev Status: Action Panel

Alpha 5 [0.5.5]:
expected: before the end of February 2013
Main To-Do-List:


  • !DONE! - the action popup menu will be replaced with a custom interface more stable, the current menu can freeze the interface if used in some ways.
  • !DONE! - the Interplanetary Transit mission will be re-enabled.
  • the mission cancelling will be finally completely implemented.
  • the SPM memes management will be fixed (the bug that freeze FARC at March 1st). Don't worry, for now the memes management is simply disabled in the alpha 4.
  • the transition for conversion/assembling/building will be fixed (some errors have been reported).
  • the framework of the planetary survey system will implemented, including the resource survey.
  • the turn-based subsystem will be implemented and will be switchable with the realtime subsystem.

Alpha 4 [0.5.2] Release

The alpha 4 is done and officially released.
As I said in a previous post I haven't be able to put all I would in this version but at least here's the changes:

  • complete audit and ironing of the faction tab in the Unified Management Interface including the faction's levels and policies enforcement.
  • complete overhaul of the task data structure is done. This structure is now even compliant for the planetary survey - resources that will be implemented in the alpha 5.
  • complete overhaul of the task assignation routine, support AIs, docked/not docked spaceunits and future task types.
  • complete rewrite including bug fixes, optimizations and refactoring of the space unit's mission system, including the colonization and interplanetary transit mission. The system is also fully future proof for additional missions and the implementation of the AIs in the future.
  • all localized texts are now Spanish compliant, it rest some part that aren't but it's because they aren't even localized yet. The encyclopaedia has been updated for this language too.
  • the bug which occurs during the resizing/maximizing/minimizing of the main window during a game is fixed.
  • completion of the rules that influence the policies enforcement, memes progression and other specific capabilities, according to the player's faction status levels.
  • headquarter type is now taken in account for policy enforcement and to change of political, economical, health and spiritual system.
For the full changes list, please refers to the Download page.

The full package is available here: Google Code Download Page
If you have already an Alpha 1/2/3 installed you can download only the core package here: Google Code Download Page

So to recapitulate the oncoming dev, here's the near future dev schedule:

Alpha 5 [0.5.5]:
expected: before the end of February 2013
what it will include:

  • the action popup menu will be replaced with a custom interface more stable, the current menu can freeze the interface if used in some ways.
  • the Interplanetary Transit mission will be re-enabled.
  • the mission cancelling will be finally completely implemented.
  • the SPM memes management will be fixed (the bug that freeze FARC at March 1st). Don't worry, for now the memes management is simply disabled in the alpha 4.
  • the transition for conversion/assembling/building will be fixed (some errors have been reported).
  • the framework of the planetary survey system will implemented, including the resource survey.
  • the turn-based subsystem will be implemented and will be switchable with the realtime subsystem.

That's all, stay tuned.

Alpha 4 [0.5.2] Final Release Date + Alpha 5/6/7 announce

The alpha 4 will be released on November 16/17. This alpha will not include all I wanted to put but most of it. There will be more informations about it during the release day.

The alpha 5 [0.5.5] will begin on November 17/18 with a deadline max for end of February 2013.

The alpha 6 [0.6.0] will begin during February/March 2013 with an unknown deadline but I will certainly begin the alpha 7 [0.6.5] in 2013 too which will include the R&D system.

That's all I can say, I don't want to repeat the previous posts so the informations about the 0.5.5 Alpha 5 can be found in this post.

Tomorrow is a mystery but today is a work day.

Alpha 4 [0.5.2] Dev Status: Space Units Missions- 50%

This part is really a slow progress but the Colonization mission is nearly completed.
Like for the rest it's now AI compliant, support docked and also not docked space units (that wasn't the case before).

More than a code audit, a complete rewrite of all the space units mission routines is required, I didn't suspected at which level this part of FARC's code was messy. So much things were wrong that's not even acceptable. I wasted already 2 month just to fix the crap I did, but anyway it's better now than later. Too much projects kill themselves because of bad code and the lack of will to their dev to fix it.

Anyway, I'll complete the colonization mission tonight. After that I'll do the same for the interplanetary transit one and I'll implement the mission cancellation mission.

Finally, after that, it will depend on the time I'll have left before Nov. 15, if I have some I'll continue the alpha 4 plan, if it's not the case I'll transfer the rest of the todo list for the alpha 5 [0.5.5].

The joy of part-time coding.

(rant) Spanish Translation on Hold and a Word of Encouragement

The Spanish translation is on hold for now because the two people that helped me struggling actually w/ the financial crisis in Spain and the rest of Europe.

So I would like to send my 2 cents of support to these two people, their country and all the rest of Europe. I feel myself particularly concerned since I'm from Europe originally and all that left of my family living in Europe too.

I hope that the heads of state will finally, at last, enforce a real and sustainable solution for you all and rapidly...

Take care.

Alpha 4 [0.5.2] Dev Status: small update

I post to only say that I continuing to audit the space units missions system.

It's so much a mess that I need to put down some parts (mainly the core part and also the user's interface) and rewrite it.

But it begins to be cleaned and fixed and now the code is even AI's compliant, nothing was even implemented to take in account the missions of the AIs' space units...
Since that AIs will be implemented in the 0.7.5, at least in 5 releases without counting the alpha 4, it's the time now to ironing all that stuff.

After that the core, the user's interface and the two missions are completely cleaned and bugfixed I'll write the mission cancelling and after that will pass to the audit of the SPM as specified in the previous posts.

At least this alpha 4 doesn't contain only bugfixes but its code become future proof for future features.

Stay tuned, I always hope to release the alpha 4 before mid-November.

Alpha 4 [0.5.2] Dev Status: Space Units Missions

Finally the data structure of the tasks is completely audited, refactored and optimized.

It is also now open to future missions (it wasn't really the case before) and also open to the other types, of task like the planetary survey, and is a required element to implement the resources survey in the alpha 5.

Believe it or not but since I was updating the data through the code, I found unexpected errors in some parts of the task assignation. It's not corrected yet, but will be in the next step of this alpha 4.

Talking about the next step, it is now the time to audit completely the space units mission system, including the interplanetary transit and colonization missions. I'll also complete the code for the mission cancelling (I'll talk about it in the next post when it will be finished).

After that I'll audit the code of the Socio-Political Matrix system, including the last show stopper bug fix.

It progress a bit too slowly in my POV but anyway I'm on time with my deadline at mid November for now.
Don't worry for the future, because in fact I did some bad code at the start of the development, 3 years ago, including some bad design decisions. Things has evolved since and I will no more take so much time just to audit about 3 years of coding. I created some "policies" to prevent any bad design decision, and it's better to prevent that because it can be costly in time wasted.
Of course there will be always standard code audit for these unfamous bugs, and more FARC takes shape, more the things become clear :)

Stay tuned.

Alpha 4 [0.5.2] Dev Status: Task System and Space Units Missions

As usual, there are been a small delay for the completion of the UMI, but the overhaul has been finished yesterday night. Tonight I'll complete its audit and will pass to the next step: the task and mission system overhaul and audit.
That include the task initialization + management, the space units missions (interplanetary transit and colonization missions), and the complete rewrite and completion of mission cancellation.
To cleanup this mess is more than mandatory before to add something new.

After that big part I'll do the code audit for the SPM, with the memes management bugfix (the show stopper at March 1st in game time).

It wasn't the initial todolist but I prefer to concentrate on the more urgent things to do first.

Finally after all that I'll see how much time is left until the release of the alpha 4, if there is some left I'll apply updates of the colony panel, including the expansion of the interface of the infrastructure assembling/building, and some other changes.

If there aren't, I'll release and will begin the development of the alpha 5 [0.5.5] that will include the overhaul of the realtime game flow system, the implementation of the turn-based system, the complete rewrite of the command popup menu and the implementation of the planetary survey for the resources.
That include the interface refinement I couldn't do for the alpha 4.

I try to do my best to make FARC features complete at the beta, in a 2-3 years range (2015 is my maximum target for a 1.0 beta), but don't hope for 3 tons of stuff until that. It's only a one man project in part-time.

Alpha 4 [0.5.2] Dev Status: the UMI, part 2

What a work!

That's all I can say, the code of the Unified Interface Management that concern the policies enforcement was a bit... messy.
I continuing to complete it and beside it I completed some part of required game system:
  • the one concerning the player's faction status rule, that can limit how the player can enforce a policy and change of political, economical, health and spiritual system.
  • the one concerning the headquarter presence. There are 3 types of headquarter: basic, secondary and primary/unique. The presence or not in a faction (either the player or an AI one) limit more or less what is possible to do at the faction and colony level. The policy enforcement is affected by it. Take a look at the screenshot below, cropped form the game design document, to have a glimpse of the details
The designation of primary and secondary HQ change according to the faction's current political system. For some the primary HQ represents the centralized higher authority, but for others, like the AIchitect political system, any HQ is a primary one.
In the future I'll implement additional game effect, like in case of the loss of a HQ, as destroyed by an enemy or a natural event.

In the UMI, with the policies enforcement, the player is informed by any problem concerning the HQ and the player's faction status.



So as you can see, the updates doesn't concern only the interface... small changes, big effects...

Normally I should have finished that tomorrow.

Stay tuned.





Alpha 4 [0.5.2] Dev Status: the UMI

I'm working again on the UMI, and like for all interface elements, it takes some time.
The Faction tab content is now cleaned up: all government details are correctly displayed and there are no more errors/misplacing of the circular progress components that display the level of the player's faction and the dependence status. All stay correctly in place and the texts of the circular progress components are displayed correctly.

You can see the small screenshot below:





The overhaul of the SPM Setting code is also completed (no screenshot since there's no visible difference) and I currently working on the policies enforcement interface.
It's a bit more complex part to do because I need to complete the rules concerning the limitations of the policies enforcement according to the player's faction dependence status levels.
I'll complete the doc tomorrow, will update the rules and will complete the policy enforcement.

After all that I will complete the code audit for the UMI and will pass to the next step of this alpha 4.



Doc Overhaul Completed + Resource Survey Rules

Well I didn't have time to start again the dev so that will be tomorrow.

The main doc overhaul is completed and the resource survey rules added.

Below you can have a glimpse of the summary of the main doc. I reached 190 pages tonight, but a lot of things are again on many pieces of paper and also spread in 6 text notes files. They need to be regrouped in the game design documents. It's just the tip of the iceberg.
You can see that some parts haven't any subsections, its normal it's because they aren't completed yet.





Anyway many core rules are implemented but it's not the end of the travel for now.

PS: don't mind the typo/grammar; it's just an internal document.

Stay tuned.

Alpha 4 Dev & Design Status: Resources Survey


I stopped the dev during this long weekend to concentrate on one major addition of this alpha 4, the resources survey.
I just finished the design, including the calculations, yesterday and I’ll add it in the doc tomorrow, after the completion of an overhaul of the main doc.
Even if this Alpha 4 doesn’t include a new major feature, it will contain, at the time of release, many changes and additions, and the resources survey is one of them.
What it is about?
Well, from the alpha 4, the player will don’t have access anymore to any of the region's resource “magically” just after the setting of the new colony (it's a hardcoded stuff for now). It will be required to commit a survey mission, in the settlement’s region, to find them.
This survey is one part of the planetary survey system; in the future it will be possible to set expedition to not only for the resources but also for the biosphere, the foreign settlements and even the features & artifacts.
The resource survey system will reveal progressively to the player the different resource spots a region can have, with its generated data, and will update that until the survey expedition complete its mission.
I’ll also include some survey vehicles to allow the players to be able to set up a mission (like UAVs, rovers or antigrav platform).
Like all things in FARC, the duration and difficulty of a survey expedition will depends on many variables, like the region’s relief and weather, the orbital object’s gravity and also the region's resources data.

That's all for now, the dev itself will continue tomorrow.

Stay tuned.

Alpha 4 Dev Status: Spanish Language and UMI

The Spanish language is completely updated, with all the translation work done by nenexulo22, and fixed. That's mean no more overlap of texts and other things.

I working actually into the Faction tab of the Unified Management Interface (UMI), that include the code audit of all the routines linked to it and of course all the required code completion, bug fixes and refinements.

The Faction tab is the only one to be completed for now, but of course the others will follow in future releases.

I don't show you anything until I haven't finished this interface update part. This part will also include many updates and refinements in the Colony Panel.

In the next blog post I'll put some screenshots.

After that I'll begin a big part of the alpha 4, the complete overhaul of the management of the space units missions, including the related data structures, the core system, the two missions (Interplanetary Transit and Colonization) and the mission cancelling that is disabled for now yet.
It's a big part because it represent the worst and dirtiest code made in this game, so a winter cleaning is more than required, especially before to add any other mission, and there will be many other than only two.

That's all for now, stay tuned :)

Alpha 3 Hotfix and Alpha 4 Dev Status

OK here's a new core package which hotfix the language switch: Google Code

You can use it with any Alpha 1/2 or 3 already installed.

From tomorrow the dev of the Alpha 4 will begin, a lot of things has to be fixed and completed.

Month and month of pleasure :)

Stay tuned.

Alpha 3 [0.5.2] is "Unofficially" Released

OK, lemme see:

- data units audit...OK
- decimal format bugfix...OK
- small interface bugfix w/CPS display and window resizing...OK
- disabling of the memes management (until the audit and bugfixes of it)...OK
- tested under Win7 Virtual Machine with non-us settings ...OK

The Alpha 3 is done and unofficially released. Why not an official release ? Because it contains only audit and some bugfixes.
The Alpha 4 will be the next official release, I expect to upload it before the end of this year (I prefer to see very large on the schedule) and to begin the Alpha 5 / 0.5.5 version after it.

The full package is available here: Google Code Download Page
If you have already an Alpha 1 or 2 installed you can download only the core package here: Google Code Download Page

The full changes list is in the Download page of this blog.


So to recapitulate the oncoming dev, here's the near future dev schedule:


Alpha 4 [0.5.2]:
expected: before the end of 2012
what it will include:
  • audit of all the game system units (the audit include refactoring, code cleanup, bugfixes and optimizations).
  • the Interplanetary Transit mission will be re-enabled and fixed too, especially for the destinations toward satellites. 
  • the mission cancelling will be finally completely implemented.
  • the SPM memes management will be fixed (the bug that freeze FARC at March 1st).
  • the transition for conversion/assembling/building will be fixed (some errors have been reported).
  • perhaps all the encyclopaedia updates: topics separated in their proper tabs, and the completion of the products entries with an automatted formating.
  • the updated Spanish translation for the user's itnerface and encyclopaedia.

Alpha 5/6 [0.5.5]:
expected: the dev will begin before the end of this year (2012) if all goes well
what it will include (not an exhaustive list):

  • inclusion of an experimental a on-the-fly turn based system, that mean that the player could switch in realtime or in turn based at any moment in the game, or simply gaming only in turn based or realtime.
  • overhaul of the realtime acceleration system and interface, it will be possible to boost by ticks, hours, days or weeks. the turn based mode will have end of turns also based by ticks, hours, days or weeks.
  • the survey system will be implemented: the player have no access anymore to resources at the start of a game, a survey mission with scout vehicles must be applied to discover them in a region. Survey mission will be also used for other purposes in the future.


Alpha 7/8 [0.6.0]:
expected: start and completion: 2013
what it will include (not an exhaustive list):

  • an unknown but certain number of technosciences.
  • the Research & Development System (RDS): will be a dynamic system
  • products, infrastructures (including their energy modes, production modes and custom effects) and the SPM will be updated to taking in account the technosciences and technology requirements and effects.
  • update of the Unified Management Interface with all the required RDS interface.
Stay tuned.

Happy BDay FARC

FARC development has 3 years today, happy bday to this mad project from a one mad man army :)

This post was planned to be bigger with the alpha 3 release, but it will not be for today, there's a load of work to do yet, but normally I should complete it in the next days.

Stay tuned.

Alpha 3 - Dev Status: decimal format bug tested

I just tested the current build in the win7 virtual machine (set with the non-us decimal format ",") and all works, so it must work on your computer too now, if it wasn't the case.



I continue to audit the data_game unit and will apply the same fix and optimizations on the routine that load and save a game file.
After that I'll tweak some little things and will upload the build.

Complementary to the previous post, concerning the alpha 4, I'll also apply these main changes:
-          the Interplanetary Transit mission will be re-enabled and fixed too, especially for the destinations toward satellites.
-          the mission cancelling will be finally completely implemented
-          the SPM memes management will be fixed (the bug that freeze FARC at March 1st)
-          the transition for conversion/assembling/building will be fixed (some errors have been reported)
I hope to upload the alpha 3 for the third anniversary of FARC (August 16th).
That’s all, stay tuned.

Alpha 3 Status: audit database loading unit is complete

I just completed yesterday the audit/optimization and bug fixes of the unit that contains all the XML database loading routines. The code has been greatly reduced and optimized and the decimal format bugfixes are now included.

Next step concern the full audit of the game data unit and the savegame loading/saving unit.

After that I'll un-oficially  release the alpha 3 to confirm that the decimal format bug is really killed and will begin the alpha 4, which will include all the audit of the game systems themselves. It will also include many small interface changes and additions.
Finally, I'll also include the last Spanish translations made by nenexulo22 in this alpha 4.

In parallel of that I developping at work, during my breaks, an expansion of the encyclopaedia; the main topics will be separated in their proper tabs (like game systems, infrastructures and so on) and I cleaning up the lists. I also working on the formatting of the descriptions concerning the products, as I made it for the SPM memes and policies.
I don't know if it will be ready for the alpha 4 but anyway it will be included in an upcoming release when it will be the time to do it.

Also from the alpha 3 the .7z packages will beseparated in core and assets packs. I make that to prevent you to re-download the same assets for each release, the assets pack will not be required if you have already an alpha 1 or 2 package. No executable installer will be uploaded for this alpha 3.

That's all for now, stay tuned.

Alpha 3 Dev Status

Sorry for the precedent post a bit extreme, but anyway I think I "perhaps" found the cause of this delay and will try to apply a workaround for the alpha 3. I think that's because of the multiple forms initialization at start, something must interfere; I only hope that's not the OpenGL framework...

Apart that I continue to auditing the routines that load all the XML databases and many changes and optimizations were been applied already, including the fixes against the decimal format bug.

Also the databases aren't loaded at application startup now, but only when a "new game setup" or a "continue the current game" is triggered, that must certainly reduce the application startup time, even if for now the databases aren't big, it's better to plan this for the future developments of them.

When all these changes will be applied I'll release un-officially this alpha 3 for testing and continue the audit of all the game system for the alpha 4.

As players/users you'll certainly see many changes for this alpha 4 since it will not only be about debugging but also about the completion/refinement of many small basic features of the game, interface wise, and many of them are required.

Addition: during the form debug I made tonight I found that one effect on the central star object was not used, it's a blur to put some glow effect on the star that I drop long time ago without good result, execpted that now it's re-enabled and its settings changed to finally be used. Here's some screenshots:



At least I show something than ranting this time :)

That's all for now, stay tuned.

The Future of FARC is at Stake

There's a bug that I can't do anything to fix it, the one when FARC launches and the main window doesn't appear (but the .exe is in the task manager) or take 2 minutes of delay to appear.

Since I don't have any problem of this sort on my PC and on the VMs (only 1/2 sec of delay, even on XP), if it's not fixed for the alpha 3/4 I decided to stop the dev of FARC.

There's no point to continue if people can't even launch it.

One of you found that if he closed Google Chrome, no delay was induced and the window appeared normally. Well, it's not an option and not the right way to do things.

It's the third time I try to dev this game and the third failure will be the last.
I'll continue, perhaps, to dev it for myself, but what's the point heh? Well it's better than watch TV...

Of course if this bug disappears I'll continue the public dev.

The rest of the bugs will be history for the alpha 3 anyway.

Sorry for the bad news but a reality check is required.

Alpha 3 Dev Status: end of data structures audit

The code audit continues (slowly) its way, I cleaned many data structures by refactoring and by reductions/optimizations.
After the current one, which concerns the products and infrastructures, I'll finally begin the audit of the code itself, and the first part to be audited concern one of the show stopping bug, the decimal format bug that strikes all data saving/loading in the XML databases and gamesave files.
Since that I know how to fix the regional decimal bug, it will fix this annoying bug, so please you can already to set back you windows setting concerning the decimal format, if it's not already done. It's not to the user to adapt to the application.
After that I'll upload an unofficial package to allow the persons who had this bug to test if it works, and it will since I can reproduce this problem in a virtual machine.

So stay tuned, things will be fixed :)

Alpha 3 Dev Status: todolist + bugfixes + release announcement

The code audit for data structures continues its way.

I'll make an "unofficial" release for the alpha 3, because it will contains 2 major bugfixes, the one with the decimal separator for the European users, and non-European ones that uses ',' as the decimal separator, and the second with the false CPS display when the main window is resized/moved.
I do it this way because the decimal separator bug cannot be reproduced on my PC and I will need to have people to test it.
The two other bugs, the game flow freeze at March 1st and the transition phase during a building/assembling process are reproduced on my PC and are all my fault (so all my code), and will be fixed for the alpha 4.

The short todolist is the following:
   1/ the code audit for the following data structures: opengl, the infrastructures and production
   2/ the code audit and decimal separator bugfixes for the loading of XML database files
   3/ the code audit of the game systems data structures and for the loading/saving of the game save files (including the decimal separator bugfixes)

The alpha 4 will include the heavier work of the audit, the one about all the game systems, including code completion and some interface completion and refinement.

Oh, I nearly forgot, nenexulo22 made the full translation of the description texts of the SPM memes and policies in the encyclopaedia into Spanish. He also made an update of the user's interface in Spanish. I'll include some interface location bugfixes for the alpha 4 too.

It's certainly not the phase that adds new lines of code or needs many design work, but it's a required one before to push further the development. I don't want to hit a wall later because of my bad work. But it's also an error to not audit the code frequently instead in one time after more than 2.5 years... So for each future major versions, I'll do code audit between them.

That's all for now, stay tuned.

< RANT >Happy Canada Day !< / RANT>

Happy Canada Day, and long weekend, to all my fellow Canadians :)

I'll take this day off (Monday) to push the dev of FARC, my way of celebrate the day of my country of adoption.

Cheers !

Alpha 3 Dev Status: Infrastructures/Products Adjustments and Additions

I nearly finished adjusting all the infrastructures and products, according to my new design rules and processes, I also added 2 infrastructure kits: Humidity Trap and Inflatable Habitat, and the corresponding infrastructure Humidity Trap is added too (Inflatable Habitat was already added).

The Humidity Trap is a production infrastructure that gathers water by two means in same time, which are regrouped into a single production mode named Water Recovery: by recover the rainfall and also according to the humidity of the atmosphere where a Humidity Trap is assembled.
It's another example of how are used the planets/asteroids' data. Nothing is useless or displayed without goal in FARC.
It will be used on a player side in the Alpha 3, and required since the player's colony will have no more enough water reserves for all the duration of the colonization phase, and his/her population will can eventually die.

Tomorrow the adjustments will be done and I'll start again the code audits that have been postponed since June 7.

That's all for now, stay tuned.