Short Notice: Conversion / Assembling / Building of Infrastructures Updated & Fixed + Knowledge Base Integration

Sorry for the time without news, as usual anything takes more time.

Anyway, I had to totally fix the interface and code to assemble/build infrastructures. It was buggy, and for some reason, the build part was incomplete.
It is now fully working and of course all the last changes with infrastructure levels and size index are implemented.

I also reworked the formulas to calculate the assembling/building durations. It is a bit more realistic, or a bit more coherent at least. The old formulas were a stack of strange and convoluted elements...

Back to topic of the third step to complete, the old user's interface of the encyclopedia is now fully removed and the code is cleaned from FARC.
The web interface of the Knowledge Base is fully operational, since yesterday night, and I only have to complete the linking between the elements of interface in the game that were linked with the old encyclopedia.
As a reminder, even if this Base is a web structure, it is present in the game under its offline form, through a clone of the one located on wiki.farcolony.com.
I know, we are in 21st century, but FARC will stay a offline game (outside of its updater).

That's all, I hope to complete the changes tonight after my job, or tomorrow.

Two out of SIX Pre-Release Stages Done

  • Infrastructures (database):
    • [WIP => DONE] adjustment into the determination of infrastructure levels (IL). For reminder, IL encompass grossly the size of an infrastructure into one readable data that is used, among other things, to determine the size of the settlements. Now it is calculated with one universal formula based on the design of each infrastructure. So no more guessing.
    • [WIP => DONE] add new sets of data to indicate the minimum size of settlement allowed to an infrastructure to be converted/assembled or built, for each index of size of infrastructure. These replace the min/max level. These applies to the following types of settlements: Surface, Space-Based, Subterranean, Lava Tube and Asteroid.
    • [New: DONE] add an infrastructure level, by index of size available for an infrastructure. 
    • [New: DONE] the data to indicate the range of settlements is deprecated since the new data for min/max settlement's sizes do the job.
  • Infrastructures (database) / Data Addons and Modifications:
    • [New: DONE] Multipurpose Depot:
      • dimensions and base power consumed are completely reworked and there are no more than 3 size levels now.
      • this infrastructure now uses Colonists as staff: 3, 4 or 6 colonists respectively. There were no staff prerequisite before.
      • the calculations for the different storage values are also completely redone. The Gas storage type is removed from the custom effects of this infrastructure.
    • [New: DONE] Pressurized Tanks Array => Pressurized Tanks Array - Gas: total overhaul of the data. Gas storage only.
    • [New: DONE] Pressurized Tanks Array - Liquid: new infrastructure for liquid storage.
  • Missions / Colonization:
    • [NOT DEV] fix: during the setup of the mission, if the list of types of settlements isn't continuous regarding the data vs what is available in the combo box, the type of settlement committed in the task will be wrong.
      For ex.: the enumeration of the three first types is; setSurface -> setSpaceBasedSurface -> setSubterranean. If Space-Based surface isn't part of the list of the combo box, the selection will be wrong.
  • Products:
    • [New: DONE] Multipurpose Depot: the now deprecated levels of infrastructure are removed. For the rest, the volume/unit for each level is adjusted by the new values.
    • [New: DONE] Pressurized Tanks Array: the now deprecated levels of infrastructure are removed. The rest is removed in exchange of Pressurized Tanks Array - Gas and a second one with Liquid. Total remake of the data.
  • Products / Addition of Equipments:
    • [New: DONE] Pressurized Tanks Array - Liquid: *3 for each size index.
  • Settlements:
    • [WIP => DONE] adjustements to determine the size, and the progression of it, for all the types of settlements. Calculations are 100% in-line with the new way to determine the infrastructure level.
Here is the updated list of pre-release stages:
  1. to adjust the Oxygen Production Overload by taking into account the population in excess of the life support system of a colony.
  2. to adjust the infrastructure levels in the database, the size of discovered resource spots (in line with IL) and also adjust how the size of a settlement is determined (also in line with the new IL).
  3. to finalize the implementation of the offline version of the knowledge base in the game. It is already here but a I need to remake the linking between the data and the explanations in the KB. That implies also to remove the old code of the previous encyclopedia.
  4. to fix a major bug in the Colonization Mission, in the case when only one carried colonization vessel is selected for the mission. The trip time doesn't update and it can create a bug. 
  5. to fix a bug again for the Colonization Mission: during the setup of the mission, if the list of types of settlements isn't continuous regarding the data vs what is available in the combo box, the type of settlement committed in the task will be wrong.
  6. FINALLY... to complete a presentable interface of the online updater that will display basic information like the version and build available, the last changes and buttons to let the player decide which action to take.
Yes, it is now six steps, since I discovered a new bug between the types of settlement available with the interface In the future and the one committed in the mission's data itself. It's not a big work to do, but must be done.

The work on the new Infrastructure Levels was a bit meaty, I add to redo all the basic data of the infrastructures already in the game. But it is past now.
There will be some secondary adjustments for the interface of the Conversion/Assembling/Building system, even if most of it is modified now.

So... two items out of six done, tomorrow I will work on the next one; the completion of the interface for the offline Knowledge Base.

That's all for now, good night and have a great tomorrow!

One out of Five Pre-Release Stage Done + Discussion on Life Support Systems

  • Colony Simulation Model (CSM) / Events / Oxygen Production Overload:
    • [NOT DEV => DONE] the test of the event takes now into the account the life support system of the colony. The event will only trigger if there is population in excess of the life support systems (or simpler; above the population capacity of the colony) additionally to the excess of the oxygen production (via the colony's production matrix).
  • Infrastructures (database):
    • [NOT DEV => WIP] adjustment into the determination of infrastructure levels (IL). For reminder, IL encompass grossly the size of an infrastructure into one readable data that is used, among other things, to determine the size of the settlements. Now it is calculated with one universal formula based on the design of each infrastructure. So no more guessing.
    • [New: DONE] the old surface, volume, base power, volume of materials, required staff, any custom effect and function's data aren't by level no more but by size index of infrastructure. 
    • [New: WIP] add new sets of data to indicate the minimum size of settlement allowed to an infrastructure to be converted/assembled or built, for each index of size of infrastructure. These replace the min/max level. These applies to the following types of settlements: Surface, Space-Based, Subterranean, Lava Tube and Asteroid.
  • Production System / Reserves:
    • [New: DONE] Oxygen Overload: the calculations for the percent of people not supported for the Oxygen Production Overload CSM event now takes into account the global life systems support of a colony. Additionally it also now takes the reserveOxygen_consumption data of a colony instead of population. I forgot to update this code after the last changes. A more detailed version will be implemented when the life support systems of the space units will be implemented.
  • Settlements:
    • [NOT DEV => WIP] adjustements to determine the size, and the progression of it, for all the types of settlements. Calculations are 100% in-line with the new way to determine the infrastructure level.
Here is the updated list of pre-release stages:
  1. to adjust the Oxygen Production Overload by taking into account the population in excess of the life support system of a colony.
  2. [WIP] to adjust the infrastructure levels in the database, the size of discovered resource spots (in line with IL) and also adjust how the size of a settlement is determined (also in line with the new IL).
  3. to finalize the implementation of the offline version of the knowledge base in the game. It is already here but a I need to remake the linking between the data and the explanations in the KB. That implies also to remove the old code of the previous encyclopedia.
  4. to fix a major bug in the Colonization Mission, in the case when only one carried colonization vessel is selected for the mission. The trip time dosen't update and it can create a bug. 
  5. FINALLY... to complete a presentable interface of the online updater that will display basic information like the version and build available, the last changes and buttons to let the player decide which action to take.
In the future, when the entire data of the design of the space units will be implemented, the rules and specifications of life support systems will be also used for the colonies and will affect how oxygen, food and water are produced.
For now and to simplify, I take the basis that any pressurized Housing infrastructure converted/assembled or built in restricted or space environments will cover daily oxygen consumption for the amount of population. Water and food are always consumed (if there are entities that consumes these reserves).

Also in the future any activity and replenishment of third party units, outside of the settlements of a colony (ie. vehicles, space units, armies and so on), will consume oxygen and/or food and/or water, depending of the life support systems equipping these units.

So for example; a space colony even equipped with a high level life support system for the oxygen of its Housing infrastructure will have some stress on its related reserve by the activities and units the colony will support.

Nothing is free in the Universe, and all has consequences.

As a reminder, the final implementation of the internal structures, design and equipment modules of the space units will occur once this alpha 10 is declared done (in at least one or two years, according to my snail pace). So with all the main factions of allegiance, more assets, more planetary systems and so on...

I working actually on the new changes with Infrastructure Levels and Settlement Sizes. It takes a bit of time since I had to modify all the infrastructures already in the game. But this part is done tonight.
I must now to code the new data format and make it works with the lists of infrastructures and the building system.

As a reminder; now the levels of infrastructures and the way the size of settlements evolve are now in line each other and the process is more logical.

So that's all, and thanks for your interest!

Short Notice: Release Month Confirmation, day To Be Determined

Since the previous post, it isn't of any surprises that the release of this version will occur this month in August.

I can't say yet when it will exactly be, since some work on the interface of the updater is needed, but my ballpark figure is 2 weeks top. The rest of the points to complete (see the previous post) are nothing to implement and fix.

Anyway, back to (my real job's) work.