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Generationship News

Update 0.85 - Thermal System

The primary focus of this iteration was the development of the new Thermal System. Additionally, several old interior items in the factory have been replaced with brand new models. Furthermore, numerous playtesters contributed to this iteration by identifying bugs and enhancing the tutorial.

Thermal System

While one might assume that space is cold and constant heating is necessary, the actual challenge lies in managing heat. In space, where there is very little matter, heat cannot be transferred to the surroundings like it can on Earth. Instead, your vessel is heated by the sun, as well as the heat generated by humans and electrical devices.

In this iteration, we have introduced the General Thermal Architecture of the ISS, consisting of two layers connected by a cooling pipe, into the game. Each ship section has its own temperature, and the environment system aims to maintain it at an ideal 22 degrees Celsius for human comfort.



Layer 1: Heat Collectors

The first layer serves as heat collectors, responsible for gathering heat from the rooms. To achieve this, you can construct Cool Panels that utilize internal Peltier technology. These panels do not require external power and efficiently transfer the heat from the Ship Section to the Cooling Pipes.



Additionally, a Stirling engine has been introduced, which can extract energy from the heat. However, it necessitates frequent maintenance.



Layer 2: Ship Radiators


The second layer consists of large radiators that extend into space. These radiators effectively dissipate the heat from the cooling pipes into space. To prevent overheating, they are positioned 90° away from the sun.



Construction Slot

Another significant gameplay change involves the introduction of specialized slots. In order to construct or maintain rooms and interior items, each person now requires an equipped Construction Slot. The person must then gather and place tools into the slot to use during their work. As the person works, the quality of the tools gradually diminishes, and when it reaches zero, they are converted into Garbage Iron, which can be recycled.



Effects

Furthermore, several new effects have been incorporated into the game. One notable addition is the representation of air leaks, which are now visually displayed on the exterior of modules.



Additionally, doors can now be opened to the vastness of space. There is a force open mode available, causing the air to rush out. While it serves various emergency purposes, its primary usage will likely be more prominent in upcoming releases, particularly when fire mechanics are introduced.



Another effect modification relates to the rocket engine's flame, which now accurately reflects the corresponding thrust.



Scene Tooltips

Hovering over objects in the scene now displays a helpful summary of their details. Similar to other tooltips, you can fix them in place using the middle mouse key and interact with them, such as turning them on/off or accessing additional information.



Notification Bell

Thanks to a suggestion from the community (special thanks to Revolus), an alert feature has been added to notify you when something is completed. This feature operates similarly to the Arrived Supply Ship Notification and can be activated for rooms and interior items. It pauses any running timewarps and displays a notification in the upper right corner, allowing for easy selection of the completed room or item.



Ship-wide Resource History

Global resources now have their own history, providing a comprehensive overview of, for example, food or oxygen consumption. This feature offers a better understanding of resource management throughout the entire ship.



New Electrolytics Machine

Continuing with the graphic updates, the new Electrolytics machine has been introduced. This machine utilizes electricity to convert water into oxygen and hydrogen.



New Smelting

The Smelting process has also received a visual upgrade, featuring a new model. This machine can transform garbage metal into new plain steel.



New Purification Plant

Introducing the Purification Plant, another new model in the game. This plant serves as the primary recycling machine for water, purifying garbage water into biomass and clean water.



New Sabatier Machine

The Sabatier machine has been updated as well. Using the Sabatier process, you can now create methane by combining hydrogen and CO2, offering an effective way to recycle CO2.



Single Click Chooser

To enhance UI interactions and make them faster, I have improved the chooser buttons. You can now use them with a single click by holding down the mouse button. This functionality is similar to PiMenus.



Tutorial Updates

Throughout this iteration, additional playtesters were invited to try out the game, resulting in minor releases. These valuable playtesting sessions have allowed for further improvements to the tutorials. A big thank you to all participants! The tester queue has now been cleared, but if you are interested in participating in a playtest, please join our Discord community.

Other changes
Fixes
  • Fixed an issue where ResourceContainer was not shown on Docking Port.
  • Fixed smooth updating of World Ship Section Gauge elements.
  • Fixed a bug where the next speech was not initiated.
  • Fixed the preview of InteriorItems not hiding when moving the mouse over the menu.
  • Fixed calculation of Gravity.
  • Removed the old ThrowAway Action.
  • Fixed wrong amount displayed in PiMenu for Empty Transport Slot with containers.
  • Fixed Action Point of Mass balancer.
  • Fixed a special case where transport was possible when it should not be.
  • Fixed slightly wrong rotated ConstructionShader.
  • Fixed multiple MiddleClick actions creating empty tooltips.
  • Fixed a bug where persons took a long time to shower (thanks to gthbryce).
  • Fixed crashes in special cases (thanks to gthbryce).
  • Fixed an exception and changed it to a warning (thanks to Frayboy).
  • Fixed rounding issue with percentage values.
  • Fixed a problem when exiting the scene while an async savegame was in progress.
  • Fixed a problem when using Esc to close Loading Popups.
  • Fixed a warning for the workbench.
  • Fixed wrong Storage Warnings in special cases.
  • Fixed wrong Ship Rotation.
  • Fixed a special case for wrong Auto-Balancing to Optimum.
  • Fixed Walls being droppable when the neighboring tile is blocked.
  • Fixed overlapping placement of rooms allowed in a special case.
Added
  • Added RightMouse functionality on Marker to timewarp to the reach time.
  • Added the option to show tutorial Help as Dialogue in the Help Section.
  • Added Construction World Elements to show progress without selecting.
  • Added the shortcut Del to cancel or dismantle multiple selected items.
  • Added iterative naming for rooms and interior items (adding numbers to the name).
  • Added animation to Help Button to increase visibility.
  • Added Tooltips for Building Selection Panel Buttons.
  • Added the option to hide resources to prevent overflow for new players.
  • Hide interior Item Boxes when interior items are hidden.
Improved
  • Improved opening positions of hover at gauge elements.
  • Improved Mission Timewarp for PersonTimewarp.
  • All InteriorItems activities stop working when condition is below 10%.
  • Hide Condition, Gravity, and Player effect in Productivity if the item has no effect for a cleaner UI.
  • BuildMenu Room Tooltip now shows possible interior items instead of possible activities.
  • Using a PiChart for Person History.
  • Prevented Person from walking to the neighbor Section.
  • Right Click on TargetMarker now also timewarps to it.
  • Hide Storage for Dock to indicate it is part of the ship.
  • Highlight area of Rooms with more precision.
  • Close Blueprint submenu of BuildMenu when nothing is selected (thanks to FriendCalledFive).
  • Special Event now uses ScrollView to support more elements.
  • Prevented PiMenu on Itself, making it possible to create looping connections.
  • Skipped asking for Target-Dock when only one dock exists.
  • SpecialEvent-Panels now recover at save/load.
  • Removed "MainDoor." The construction door is chosen when the construction starts.
  • Air Bar Arrows are now more visible (thanks to Ɗґɑɡе Relgimi ƊɑґK).
  • Live update of Person History.
  • Added Problems to PersonPanel.
  • Reduced light of hygiene area.
  • Added support for new Discord IDs (thanks to Ichao and Frozzie).
  • FillBars in Icons now also adapt to new Markers.
Balancing
  • Condition Effect on Interior Items is now exponential until zero.
  • Balanced Humidity Air Leak with other Air Values.
  • Kitchen now uses less Electrical Energy (thanks to Frayboy15).



Playtest

The Game Core is nearing completion and will soon be ready for its first public Beta release. In order to ensure the best possible experience, we are looking for playtesters to help us identify any remaining bugs and assist with further polishing. If you are interested in participating, we invite you to join our Discord Community.

Additionally, we regularly post updates on the progress of the game and share more pictures there. If you would like to see more, feel free to visit our Discord community.






And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.84 - Air Systems

The main focus of this update is to improve the Air Systems and overall polishing. Along with numerous smaller bug fixes, several UI elements have undergone significant improvements. We are also pleased to welcome Mark, a new employee responsible for Pictures and Marketing. Additionally, we have overhauled the Steam Page and created a new fancy logo!

Partial Pressure

The primary change in this iteration pertains to the ship values. Through experimentation, I discovered that the atmosphere within the ship behaves differently from reality. As a result, I have made adjustments in the game to account for this. The focus now lies on partial pressure, meaning that it doesn't matter if the atmosphere is 100% filled with oxygen as long as it's at 0.21 bar. Consequently, nitrogen is not as crucial as previously thought and will serve a different purpose in future iterations.



Gravity Details

Gravity has undergone a significant rework and now features the same attributes as other resources. This includes displaying the interior items that influence gravity, a comprehensive history, and more. The calculations have also been adjusted to reflect a more realistic approach with rotational energy. This means that the thrusters need to be adjusted when mass is attached to or detached from the ship.



Advanced Doors

The doors now have an additional state. They can be open, closed, and sealed. The closed state allows individuals to walk through, but it stops the airflow. Essentially, closed doors act as airlocks.



Section List

You can now get an overview of all sections by hovering over the section name and reading the tooltip. Additionally, it is now possible to select the section. Currently, only basic features are available, but more will be added in future updates.



Keep Tooltips Open

To address a problem where new players were unable to see the reasons for disabled tasks, tooltips can now be kept open by clicking with the middle mouse button. This provides an opportunity to solve the issue. Special thanks to grantedthree for reporting this problem.



Markers

The Resource Tooltip Bars have received a complete makeover. They now have a unified style and are easier to use. Critical fill states, such as air values, are now indicated by markers. The markers also display the time to the next critical point.



Other Mass Balancer

To make balancing the ship in the late game easier, I have added a new Mass Balancer that functions similarly to the previous one. This new feature allows for the redistribution of mass away from the ship.



Game Time-based Autosaves

In addition to the existing "Every n Minutes" autosave option, a new Game Time-based autosave has been introduced. This can be configured in the options menu and will create a savegame by default every 7 days of in-game time. Special thanks to Bluesky-wr for reporting this. Furthermore, more metadata and a small screenshot have been included in the savegame to facilitate easier identification.



Mass History

The Mass now also includes a history feature, making it easier to track the magnitude of ship leaks.



New Soil Machine

As part of the ongoing updates to old models, I have created a brand new Soil Machine. Like before, it uses Bio Garbage, CO2, H2, and energy to produce Prepared Earth, which can be used for growing plants later on.



Other changes:


  • Fixed an issue where restarting the game with Dynamic Brightness would result in a workaround for a Unity Bug.
  • Resolved a problem where the Tutorial Tooltip was overlapping the white highlight box (thanks to hackerintraining).
  • Fixed the display of the correct amount of interior items in Blueprints.
  • Addressed missing values in Blueprints and various other UI elements.
  • Corrected the calculation of updating Moon Places with more than one crew member (thanks to Mark).
  • Fixed the Help feature when Gravity was not yet activated (thanks to Mark).
  • Resolved broken Person Animation Data (thanks to Mark).
  • Fixed an endless loop in the loadTransportSlot function when the transport slot is full (thanks to Mark).
  • Fixed the pimenu, preventing a person from filling up something when they are already carrying something else (thanks to Mark).
  • Fixed a sound issue with effects.
  • Fixed effects not starting after loading a game.
  • Fixed a problem where a box turned in the Stacked storage before moving in.
  • Fixed the placement of the Highlighter, ensuring it is sometimes not behind the UI.
  • Fixed doors not being multiselectable.
  • Fixed the Energy overlay not being displayed.
  • Fixed the Unconscious Animation not being used in certain cases.
  • Fixed a missing Delta label in a special case.
  • Fixed the pause not being stopped in a special case with some popups.
  • Fixed the Seal button not changing when unsealing in a specific situation.
  • Adjusted the SaveGame Progress to be in front.
  • Fixed special cases for PopupPanels.
  • Improved the error resistance of WorldElements.
  • Prevented a person from receiving a walking command when unconscious.
  • Fixed a flickering issue with food on the table while placing it.
  • Fixed a problem where a person would not stop being unconscious in special situations.
  • Fixed the canceling of Walking, which would move the person to the next position.
  • Fixed a selection problem where the MassBalancer was unintentionally selected.
  • Corrected the mass calculation while constructing a room.
  • Fixed some dismantle storages not sending resources.
  • Fixed the positioning of Resource-Overview elements for constructions (thanks to BurritoBotV3000).
  • Disabled tasks for interior items when the storage becomes empty.
  • Fixed WorldElements being shown at the wrong location when behind the camera.
  • Fixed the 3D icon for the mass balancer floating in the air.
  • Resolved a broken Camera Overflow feature (thanks to BurritoBotV3000).
  • Fixed the zoom on the HistoryGraph to prevent scrolling.
  • Adjusted the Person timewarp for Crafting to use the processing time as the target.
  • Implemented autocorrection for model problems to prevent spamming warnings.
  • Balanced the SupplyShip so that 12x 1t steel can fit into the 12t cargo (thanks to grantedthree).
  • Stopped the HelpElement when clicking on it again.
  • Showed the created Report ID when creating errors or feedback.
  • Included the resource type in the StorageProblem if it has only one resource type.
  • Changed the MassBalancer to show the TargetValue as Mass instead of Percent for easier setup.
  • Allowed the Optimal Resource to be cheat-able.
  • Adjusted the rotation of persons' idles to not always be the same.
  • Saved the CameraPosition, Zoom, and Current Selection in the savegame.
  • Hid Storage Hints for the Person Need overlay.
  • Remembered the last overlay when it is changed to improve usability.
  • Moved the ability to drop multiple rooms to the Shift key for easier dropping of single rooms.
  • Notified the player when humidity is low and explained the implications.
  • Included the Target Container Value as part of the container and added a special marker for it
  • Improved the readability of rounding for all values, preferring non-comma values.
  • Showed the Leaking Buildings instead of a general AirLeak amount.
  • Prevented connected doors from being removable (thanks to grantedtree).
  • Showed the reason for interior items and rooms being not dismantlable.
  • Prioritized workplace tasks for Transport, Construct, Maintain, and Working.
  • Increased the person's carry capacity from 20kg to 50kg (0.3g max) for improved efficiency.
  • Ensured that persons lay in their own beds and not in beds assigned to other persons.
  • Included the ConstructionState of construction sites in the priority list to prioritize their completion.
  • Increased the update of mass on SupplyShip and Shuttle arrival.
  • Made Maintenance dynamic, depending on the construction effort.
  • Restored the tooltip for Construction Effort.
  • Improved the sound of engines for the SupplyShip and Shuttle.
  • Removed the history of a resource when the container is removed.
  • Aligned the item size of storage buttons.
  • Reduced the occurrence of bad person models at medium zoom levels.
  • Displayed the Room Target of Construction in the Activity panel.
  • Enhanced the tooltip for activities on workbenches.
  • Improved the view with many ResourceFilters on a storage.
  • Made the location of ResourceContainers clickable to select the storing entity.
  • Enabled hiding overlays (like resource paths or container elements) in First Person View.
  • Hid non-buildable or deprecated interior items from the SupplyShip and Workbench (thanks to BurritoBotV3000).
  • Added a tooltip for Repeat Mission (thanks to BurritoBotV3000).
  • Increased the impact of high humidity on rooms and interior items.
  • Implemented autocorrection for problems with wrong AirVolume (thanks to Mark).
  • Implemented autocorrection for Storage Problems.


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.83 - Person Improvements

This iteration focuses on improving the experience of individuals in the game. Along with some updated visuals for the crew, I have also enhanced the history system for each person. Additionally, the created statistic system can be easily extended to other uses, which I will show you below. Furthermore, there has been a significant update to the underlying framework, resulting in better graphics and improved performance.

History


A general history system has been added to the game that can store changes in the simulation. It has been integrated deep into the core of the game, designed to be efficient and save memory. This system has been implemented in several parts of the game, including:

[h2]Resource Charts[/h2]

Each resource container now has its own history chart, showing the value over time, as well as increases and decreases over time. This makes it easier to track the status of resources in the game.



[h2]Ship Systems[/h2]

The history system also works for ship and air systems such as energy, humidity, oxygen, and more.



[h2]Productivity[/h2]

The new system now monitors the productivity of interior items, allowing you to see a graph of the item's usage in the details panel. Clicking on it will expand it.



[h2]Person Activity[/h2]

The old history system for individuals has been replaced. While it no longer shows what kind of activity a person was doing at a specific time, it provides a good overview of the different aspects of a person. Additionally, you can now get a statistic for a week or month.



More Animations

A new animation has been added to the game: the bath door.



Person Improvements

The Person system has been enhanced with bug fixes, performance improvements, and better rendering quality. Specifically, I added LOD (Level of Detail) levels and other generator improvements, which means that person models will now switch depending on how far the camera is away from them, resulting in a better performance with only 10% of the vertices being handled by the GPU.



More Person Clothes

In addition to bug fixes, I have also added many new clothes, haircuts, beards, and more to the Person system, as well as improved the rendering quality.



Backpacks

The main reason for these changes was to add backpacks to the game, making it visible when a person is carrying something.



Person Customizer

To test and debug the new systems, I have created a Person Customizer Tool that works directly in the game. Although not yet perfectly finished, players can test it by enabling cheats and right-clicking on the person icon.



Consultant Avatars

Consultants in the game, who raise quests and show things to the player, are now animated persons that move their lips to the voice.



Consultant UI

The UI of the consultants has been converted into speech bubbles next to the element avatars, providing more space in the lower right corner. I plan to add some person-related features here to make them more easily accessible.



Nations

Each Person now has its own nation in the game. I have also added more random names, depending on the selection and the number of names in that speech region. Although I did not add it for all ~250 Nations, the game will pick random names from a similar region to get as close as possible. It is easy to add more names, and players can contribute in the Discord.



Organization

In the Storyline, nations have joined together to form larger countries. I used real data for all of the nations and tried to group them together from different perspectives and balance their GDP. Although not perfect, this is a start, and I plan to add a starting screen where players can choose this and get persons mostly from the nations of this organization in the future.

Supply Crew

As a result of these changes, Nations and Profile pictures are now visible in the supply popup with a nicer style.



Better Path calculations

The pathfinding algorithm has been improved, resulting in more direct routes for crew members.



Updated Framework

After a long process, the fourth attempt to update to the new Unity and Entities package was finally successful. The update comes with a brand new rendering pipeline and more features to come in future updates.

Special Thanks

To show appreciation to the community, contributors have been added to the Credits Window in the MainMenu. If they've configured an Avatar, they will also spawn in the game as crew members.



Other changes
  • Fixed Unit for Energy
  • Added Persons LOD levels to improve Performance for large ships
  • Persons not created with underwear.
  • Added Progress bar to Tutorial Achievement
  • Sending more debugging in Crash Log
  • Added Unity RichText support to I18n Elements (more next iteration)
  • Improved InGame Tooltips are not over the mainmenu anymore
  • Improved Error reports and Feedbacks sending to the server for better debugging
  • Popups also closing with rightclick
  • Improvements to Translation Editor
  • Added caching to persons animation creation
  • Added caching to persons avatar pictures


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/




Update 0.82 - New Shuttlebay

There have been some significant changes in the game. The shuttlebay has made a return with an upgraded version, and the Planning and Blueprint system has undergone a significant overhaul. Additionally, Interior Items now have a pi menu for more straightforward connection of storages or resource transfer. On top of that, there are numerous other fixes and improvements that you will notice.


New ShuttleBay

The shuttlebay has made a comeback with an updated version that now utilizes the new interior item system and features new graphics. Personnel now fill up the necessary resources for the shuttlebay, similar to other interior items.



Mission Places

The Missions have undergone a significant revamp with updated models and new locations that offer different resources to gather. It's now possible to add story events to the Missions, such as collecting old or spying satellites, or mining abandoned generation ships.



Configurable Missions

The Mission system has also been improved. The duration and number of crew members can now be adjusted. There's also a Repeat Mission feature that allows players to make gathering resources a routine activity, such as flying to the moon.



Advanced Missions

The mission places can be upgraded to enable faster resource gathering, though this requires additional resources and time. Different locations have varying levels of upgrades, allowing players to maximize their efficiency. The developer may also add new shuttles in the future. When a shuttle is on a Mission, players can see the resources increase and decrease when the shuttlebay is selected.



Removed Planning Mode

In earlier versions, players had to drop numerous buildings without the aid of interior items or room configurations. This aspect of the game has become obsolete and has been simplified. Players can now directly place rooms.



New Blueprint System

The Blueprint system has also been simplified. Instead of associating each room with a blueprint to hide the button, players are now prompted to name their blueprint via a pop-up. If a blueprint already exists, players will be notified and given the option to overwrite it.



Clone Room Button

To simplify the process, a clone feature has been added. Players can now plan an identical building again with a single button press, including all its interior items and configuration.



Configuration of Unfinished Rooms

Previously, players could only configure a room after it was finished. To make this more convenient, players can now see inside of unfinished rooms and select the unfinished interior items inside. They can also add and remove interior items inside of them.



Interior Item Pi menu

The Interior Items now feature a Pi Menu that makes it faster and easier to connect storage or send resource boxes. This menu also works for Rooms under Construction, allowing resources to be sent out.



Panels restructure

All Selection and most Tooltips now have an aligned layout and have been restructured. New Tooltips have also been added, such as the Person Activity Tooltip, making it easier to understand the different parts of the icon.




Other changes
  • Fixed Room Configurator
  • Fixed placement of new Rooms sometimes not auto-rotating correctly
  • Fixed "Choose Workplace" action not stopping with right-click due to Pi Menu
  • Fixed flickering animation due to rounding errors
  • Fixed Pi Menu for Services being active even when there were problems
  • Fixed Thought Summary having no date indicator
  • Fixed destroyed Interior Item being visible after loading the game
  • Fixed Tutorial in Savegame having no highlight area
  • Fixed Savegames for Player Groupings
  • Fixed Large Dehumidifier tile settings
  • Fixed InflatableWalls not supporting the hideTopOfRooms in special cases
  • Fixed flickering overlay in some cases
  • Fixed some Room Icons moving on timewarp
  • Fixed finished Storage not updating the interior containers
  • Fixed finished Storage not updating itself to request resources
  • Fixed another Savegame bug where duplicate entities were added
  • Fixed not updated UI for activity in some cases
  • Fixed bad rounding for energy in productivity Container causing confusions
  • Fixed space-tiles not being updated when the interior was dismantled
  • Fixed last piece of a crafted interior item not being transported to the original target
  • Improved automatic IconPositions for Problem Icons
  • Improved Icon Placement for Construction Hints of Rooms
  • Added ability to cancel constructing Interior Items like Rooms with Delete key and multi-selection support
  • Removed DragDrop Selection of Rooms, to focus more on persons and interior items
  • Not existing Text values in I18n Json files are now prefilled with empty text to make it easier to edit by hand
  • Improved Performance of Supply Popup
  • Added Shuttlebay and Gravity icon to Storage Room
  • Skipping tutorial directly starts the next one
  • Workplace choosing is now possible for all rooms, not only the ones with working places
  • Edit Name now marked when starting to edit
  • Overlay of Energy not showing connection hints anymore
  • Switching from Pause to another state now rechecks for possible resources to send to the Interior Items or Rooms
  • Make PiMenus closeable with Esc-Button
  • Transferring resource boxes to ConstructionSides now only shows the matching resource type
  • Feedback Popup pauses the game
  • Photovoltaic Panel was not hidden at the start of the game
  • Use nicer Stop Button for Help System
  • F1-F4 can now be used to skip time like the button upper right
  • Make Savegame more error-tolerant
  • Restructured internal error reporting to deal easier with reports
  • Aligned all Mass Calculations in Grams to use these base units everywhere and fix issues
  • Improved Selection Bounds for MassBalancer
  • Make Interior Items selectable by used Tiles instead of drop position
  • Show more detailed Content Value when the value is close to 0% or 100%
  • Mass Balancer Overlay always shows the Perfect Mass to make it easier to adjust
  • Dehumidifier versions now have different speeds
  • Hide the Massbalancer's tube while in construction
  • Allow multiple connections for storages via the choose action
  • Auto Choose ResourceFilter for connections without showing the popup if one has only one option
  • For single ResourceType Storages, show the ResurceType instead of the all Resources icon
  • Aligned all ValuePanels, so there is a similar style everywhere
  • No pause on asking for confirm multi-removal
  • Adjusted AirVolume of rooms
  • Reduced steel amount for rooms
  • Added detailed icon to ProblemIcons
  • Not showing useless overlay for condition-value
  • Big refactoring of the Room Creation Process to fix several issues
  • Take Resources now possible when the container can be emptied
  • Removed wrong error for ResourceBox garbage disposal


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/


Update 0.81 - Overlays

One big thing this iteration was to adapt the overlays to the new gameplay and improve them to the next level. I changed these overlays in different places, to gain more overview of what's going on and where the resources are.

Overlay - Resource Overview

When hovering over the Resource Overview Items below, it shows not only the connections for that resource Type as before, it also shows all resources the people have or interior items that consume, produce or store this resource.



Overlay - Storage Connections

When having a storage selected, it will now better display the connected storages, by showing animated lines with the resource types that can be transferred. It now respects the new filter on the connection and on the target storage.



Overlay - Interior Items

When having a storage selected, it will now better show the connected storages, by showing animated lines with the resourcetypes that can be transferred. It now respects the new filter on the connection and on the target storage.
To have an overview about the possible input or output storages, it now also displays all storages with potential problems, why the crew can’t transfer them. For example, here is one of the storage empty, the others in the crew room are not accessible because of the configuration.



Overlay - Air in Section

The last overlay I want to present to you is for the Air-values. Hovering over the Air values at the bottom side of the screen now also shows an overlay which displays where the consumers and emitters are.



New CO2 Scrubbers

The CO2 Scrubbers got a complete remake to fit the new graphic style.



New Dehumidifier

The Dehumidifiers Models are now also updated to the new graphic style, hope you like it :)



GarbageDisposal

A new Interior Item has been added, the Garbage Disposal. It can be used as a normal Storage Connection or as a target for the Empty Transport slot, like regular storages.



Translator Tool

More and more people from the community want to help translate the game to different languages. The game already supports directly adding or changing live the translation json files, but to make it even more convenient I migrated my tool to the game itself. It can be found at the language chooser.



It will show the outdated text parts and show the current English and current language to translate. It also has an auto-translate button, that uses the google translate api, to have a first suggestion. Above it has some filters and a search field to find things faster that need to be changed.



To make it easy to translate special things in the UI, it’s also possible to open the specific Text with AltGr + MouseClick.

Zoom Related Resource Overlay

To respect the new multi-filter storages, I adapted the Overlay, to see more icons at the same time. Its now zoom based, so zoom closer will show more resource icons.



Other changes
  • Fixed ResourceBoxes could be transferred to Dock
  • Fixed warnings when dismantle Mass Balancer
  • Fixed not all water was transferred out from the Mass storage on Dismantle
  • Fixed not requesting boxes for resource waiting building lot when door is finished
  • Prevent Walk Activity to not finished rooms
  • Improved visualizing paths to support more connections and show nicer less connections


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/