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Patch 0 - Salvaging #14
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Moving icons to same spot for easier sp referencing.
Also adds one object def for salavging
Covers everything but charging the nozzle and actual salvaging.
6 months in and still the same mistake.
desc and lore desc affixing
Also makes lore display prompt follow same pattern.
Also removes tgui customizations that are no longer needed.
includes generation of cells etc.
decon interactions derived from the array
Minor corrections to do, but sufficient for salvaging.
Display code cleanup. This is effectively ready, MOST code is generalized, but some deriviation remains. I can likely make it work form mathing display width and height, but that seems excessive.
Fixed command line not being replaced properly
input is shown uppercase correctly
cleans up depositing and puts it in a separate proc
this wraps up the core stuff
oops
Added final features, changed description to be an actual feature display not the todo list which is now effectively defunct. Opted to refarin from merging until initial set of items/structures/turfs and a basic ship is ready for a full "demo" |
adds a separate tile icon and incoroprates it into decon, fixes text and progression
smes def
adds post spike message
Barring any outstanding map mechanics like gearing, as of the above comment everything seems to be ready backend wise. |
temp indicator for preppred objects
Right now using ground map as just a mission map identifier, will go deeper into CM code later.
Also extender icon randomizer for items and structures for the salvage gen
orientation whoopsie
Catches up on some backend stuff, adds Mission Control text
Also restores pushing instead of knockdown
everything and the kitchen sink to boot
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SALVAGING
Salvaging is done via nozzles paired with backpacks. Full backpacks need to be "deposited" back at the "base" structure.
Items may need to be examined and turned in as intel.
Structures need disassembly, generated via keyword
Turfs need disassembly, generated via keyword and a "drone spike" that erases the whole area and adds its resources. They may also need hacking via special spikes that are prepared on the main ship.
Mission Control terminal can be used to keep track of harvested resources and launch spikes.
Other "hacking" etc mechanics will be added as those systems come online, but the basic game loop is ready.
Four types of resources can be gathered:
Metal, Resin and Alloy in 5 increments
LD pol that gains 1 unit per 5 units of any other resource salvaged.
All of this is saved into the persistency system etc.
Basic disassembly loop
Terminal + area clearing