I did have a thought of an energy accumulator that can steal power from generators near it, but other than that generators will have to be built directly adjacent to power consumers to provide any power. The energy accumulator might be a bit tricky to code properly, so we’ll see if that even stays in.
I did have a little bit of that with the wind turbines in ST1, but people seemed to mostly like the reliability of the solar over the potential of the wind for low level stuff. There will be situations in which they’re more/less effective, but those will be less random and more about where you build them now.
Generators will automatically give power to adjacent consumers with the output connections just showing the number of things they’re powering for easier math (so in the above screenshots if the player walked away from the solar panel the output connections would drop to 1, but the power per output would go up to 15), and consumers will draw power from adjacent generators.
Nah, she just gets energy from whatever she’s near. Same with powering buildings when venting, so care will have to be taken not to waste energy!
Nope, my plan is to just make buildings stop accepting energy from the player when they’re at optimal (for running), so that the energy can go towards repairs/other buildings.
I am planning on the very least having some more NPCs, so some of those doodles might be showing up in one way or another.
All the UI stuff that’s not the resource bar at the top is going to be on a panel in the middle that’s only there when you want it.
Both, still balancing things out to see if research will be over time or instant, but I’m leaning towards instant.
Only between generators and adjacent consumers.
Generators will split evenly between all consumers, including the player, creating the possibility of things not working if the player stands there and sucks up some of the energy.
I have a vague outline of what it’s going to be, but I don’t want to commit to some of the specifics until I get more of the major systems that those specifics involve working (and check if they’re fun).