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Distributed under the MIT License. See LICENSE for more information.
Roadmap
I) updating
A) update code to not crash the game
buffs : check if good
gui : find mod adding gui elements as examples
ai : find file for ai logic (triggers and toggles)
decals : check if good
strings : check if good
parts
uniformize parts type category
check usefulness of GeneratorRequiresDoor = false & NoAutoDoors = true
check replacement of AreaAmmoDrain for WifiProvider
ai mainframe
graphics code
ammo belt
auto gun
auto laser
auto rifle
auto loaders
advanced auto loader : find if freeze related
auto reactors
graphics code after doing sprites
capacitor
find a new name : automated capacitor ?
circuit breaker
console
coupling wires
drone controller
drone cores
small
large : update graphics then graphic code ; check if good
autonomous
drone ftl
update vanilla ftl as needed to give them the same features
ftl resonator
internal structure : check if good
nodes
check if basic node good
update other nodes
scout shield
SelectionTypeID = "shield" > "shield_gen"
semiconducting wires
small sensor
graphics code
transformer
update graphics code after finishing sprites
weapon controller : check if good
update graphics code after finishing sprites
lantern : check if good
new trigger ID
battery sprites graphic code
B) remake sprites in modern style
buffs : wrong shade of green, add shadow
redo range buff and accuracy buff
gui : redo all + check code for merging sprites
decals : check if good
parts
ai mainframe
ammo belt
auto gun : mix point defense and small laser
auto laser : mix point defense and disruptor
auto rifle : mix classic sprites and point defense
auto loaders : don't spend too much time on ammo and missile auto loader as size might change when grinders get added
auto reactors : regular reactors with extra stuff
check schematic in secret folder
bonus : differents lights for each modes
capacitor
circuit breaker
blueprint : green
roof sprites
normal map
doodads for screen
damage levels
console : 2x2 control room with extra stuff
coupling wires
drone controller : 3x3 control room with extra stuff
drone cores
drone ftl : regular ftl but smaller
ftl resonator
internal structure : done
nodes
all sprites
special sprites for each nodes
scout shield : large shield but very small
semiconducting wires
small sensor : mix big sensor sprites with radar from control rooms
transformer
blueprint : green
roof sprites
normal map
doodads for screen and lights
damage levels
weapon controller
blueprints : red
roof sprites
normal map if different than roof light
merge floor, optimize doodads
damage levels
lantern : check if good
battery sprites if needed
II) porting and balancing
A) rewrite parts to make them useful and not op
auto loaders : take ressources from grinders to produce ammo
B) add new parts as needed
grinders : one for each natural resources, store large amount of resources for auto loader only
ammo belt for other ammo
auto storage : like an ammo belt, but with more storage
small automated resource collector : 1x1, smaller range
large automated resource collector : 3x3, longer range
drone mining drill : 2x2 side mount, short range
extra cpu : more command points for drone core
automated hyperdrive beacon
C) add feature and qol
fire resistance buff or automated fire extinguisher (might need c# to not look janky)
make transformer and circuit breaker detect autoreactor adjacency for turning on
weapon controller code glue reset crew priorities
solution : leaving partcrew as is, add crewtoggle and replace partcrew references by crewtoggle reference (pro: bug removed, cons: more code, more works to make other mods compatible with auto++)
III) c# or waiting for feature
removing crew from drone : prevent ship from turning into junk when no crew on board if they have a node