Alpha 10 -iteration #05: Energy Equilibrium Rules fixed

OK, I do an additional post before the pre-release one.

The Energy Equilibrium Rules (EER) are now completely fixed, and all works flawlessly.
I tested it by building a mining site, without assembling any nuclear reactors.

The energy consumption jumped to 123% use and incidentally the stored reserves began to be depleted.

Arrived at zero percent of energy reserves and during the production cycle, the EER quicked in and disabled the Mining Site to recover the overload. the process is entirely automated.

A special icon in yellow indicates that the infrastructure is disabled by the EER, due to some particularities compared to a standard disabled infrastructure.
As long as there's isn't enough generated power to support the Mining Site, the infrastructure will stay in this state.

So two Nuclear Reactors have been put in assembling:

Once done, the EER put back online the Mining Site and it resumes its ore mining.

You can always say; "why not put a condition about power requirements to lock or unlock the access to the player to build such infrastructure?"

There will be such test implemented in the near future, but BUT, incidents during the game can happen like; let's take the colony in this final state and just imagine if one or the two nuclear reactor are disabled or destroyed for any reason (event, attack/combat, riot and so on), the EER will be useful in this case.

So that's it, the bugs previously announced are fixed.

So now I resume the update of the interface. In fact, some time ago, I started to try to fix the selector and region selection of the surface panel, but not completed the fix yet.
I will also update the Colony Panel for the production, I have 6 days left but 4 to 5 days to work full time on it.

Stay tuned.

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