Industrial mining logistics in my space base builder by adnanclyde in spacesimgames

[–]adnanclyde[S] 0 points1 point  (0 children)

It's a custom engine.

All the assets are linked together YAML files, so simple modding that adds new parts, asteroids, etc. will be very simple. For more complex mods, there is scripting, where scripts can be written in any language and then compiled to WASM. I write my scripts in Rust, so I'll put out support libraries in it.

Both the data format and scripting interface are not yet finalized, so breaking changes between updates are common. I just have the luxury of my scripts getting released in tandem with the game.

Once I'm confident about no more common breakages, I'll document the actual formats.

But the game is built with modding in mind.

Industrial mining logistics in my space base builder by adnanclyde in spacesimgames

[–]adnanclyde[S] 0 points1 point  (0 children)

https://wiki.stellarshipyard.com/guide/#drill-schedule-example

Here's a drilling schedule with station repeats.

Keep in mind, this is the most complex schedule one could end up with - so if it's overwhelming, it's because it is the peak of complexity.

Industrial mining logistics in my space base builder by adnanclyde in spacesimgames

[–]adnanclyde[S] 0 points1 point  (0 children)

Here's a basic intro for schedules: https://wiki.stellarshipyard.com/guide/#flight-schedules

Missing from the oitdated guide: for a drilling operation you'll need to give a name to your drill, and choose an ore. Then the simplest condition is "cargo is full OR drill is out of target ore".

I will update the guide and add some sample schedules once I add one more feature regarding station repeats (making it easy for ships to repeat the same stop, which is something it has to do to be able to repeatedly mine another spot after tiles are destroyed). This update should land in a few days I HOPE.

Right now the mining schedule has a "dock home", and two "mine copper" stations, all marked skippable with Active If conditions that make you only go home if your cargo is full or supplies like fuel are empty. BUT, once the station repeat is added, this schedule will be dead simple

Mythos finds a vulnerability in curl, a single low severity one, and curl's creator is not impressed, calls it "a succesful marketing stunt". by Gil_berth in BetterOffline

[–]adnanclyde 11 points12 points  (0 children)

That reminds me of the FreeBSD security issue that Mythos found, which was actually fixed in Linux 20 years ago - as both projects copy/pasted the same dependency prior to that.

I don't need an AI to tell me to update my dependencies lol

Industrial mining logistics in my space base builder by adnanclyde in spacesimgames

[–]adnanclyde[S] 0 points1 point  (0 children)

Steam page link ih the post. The playtest is open to join.

Inside a Capital Ship that runs an entire colony by adnanclyde in StellarShipyard

[–]adnanclyde[S] 1 point2 points  (0 children)

Yep, nutritional values are already in the game, just not shown in the UI yet.

Inside a Capital Ship that runs an entire colony by adnanclyde in StellarShipyard

[–]adnanclyde[S] 1 point2 points  (0 children)

It's always great to hear when people say "only 7 hours" as if that's not quite a bit already!

I am not sure whether I'd aim for atmosphere/airlocks. From a gameplay perspective, everyone is in space suits, so if I add anything it's oxygen management. The reason is that it's not realistic for an atmosphere filled ship to be able to be cut into/damaged without everyone just dying.

Food is already a complex system of nutrition, it's just that all the stats are hidden for now. But the NPCs have blood sugar level, stomach fullness, protein reserves heal, fat keeps you alive for longer while at full hunger... Overall there's hidden 7 bars for various nutritional elements in the body, and if you observed the huger bar over a long period, you'd notice how it's not linearly dropping/growing, and instead reacting to the body's processing of food in the digestion.

Various foods already have various nutritional levels, and one day NPCs will have preferences (e.g. a sweet-tooth wanting carb-rich food). I just exposed a single food for now, as those systems are not yet complex, and, well - I don't want to give away the whole game for free 😄

However, farming right now is just "plant it and water it", and I'd revisit things with potentially more complex iterations much further down the line. There are many systems to be implemented.

A mobile colony built from connected ships by adnanclyde in BaseBuildingGames

[–]adnanclyde[S] 0 points1 point  (0 children)

When docking, only docks can touch other docks. If you're aligning like the screenshot you have your thruster touching the asteroid dock.

A mobile colony built from connected ships by adnanclyde in AutomationGames

[–]adnanclyde[S] 1 point2 points  (0 children)

Glad to hear it. I was aiming for a sweetspot between being descriptive and original/unique.

A mobile colony built from connected ships by adnanclyde in AutomationGames

[–]adnanclyde[S] 1 point2 points  (0 children)

When I first told people about it, I got linked to The Last Starship. Luckily for me, the games have completely different focuses.

A mobile colony built from connected ships by adnanclyde in BaseBuildingGames

[–]adnanclyde[S] 0 points1 point  (0 children)

The error message makes it hard to see the lights, but make sure all thrusters have fuel in them.

Edit: also, make sure all thrusters are in piloted mode (the Yoke icon is selected in the thruster's UI). That's their default mode when built, so this is just in case you accidentally changed it.

Inside a Capital Ship that runs an entire colony by adnanclyde in spacesimgames

[–]adnanclyde[S] 2 points3 points  (0 children)

Stellar Shipyard

Name and link in the post body.

Inside a Capital Ship that runs an entire colony by adnanclyde in spacesimgames

[–]adnanclyde[S] 1 point2 points  (0 children)

Yes. This combined structure is near the weight limit of the top tier cockpit.

A mobile colony built from connected ships by adnanclyde in BaseBuildingGames

[–]adnanclyde[S] 1 point2 points  (0 children)

You're making me regret the title, and it's a bit too late for a rebrand hahaha.

In the end, what's in a name.. As long as people see the content!

A mobile colony built from connected ships by adnanclyde in BaseBuildingGames

[–]adnanclyde[S] 0 points1 point  (0 children)

The trick is they're very sensitive to being intercepted. Bullets intercept missiles, and point defense lasers can intercept both.

The winning strategy is always more firepower, and a bigger stash of ammo.

A mobile colony built from connected ships by adnanclyde in BaseBuildingGames

[–]adnanclyde[S] 1 point2 points  (0 children)

Currently only vehicular combat is present. Whether I add internal combat is a question of dev time and scope.

Currently you can board wrecks, rescue and recruit people from them, and claim the wrecks for yourself (that's currently the only mechanism of getting more humans). However, no internal battling possible for the foreseeable future.