Array 0.1.5


Array - 0.1.5

For this update I am switching up how I do the update logs! I am now going to take on a more personal approach when writing the update logs rather them having be boring lists of what I added! It will also give me the opportunity to explain why I make certain choices for the game I do, so you can tell me when I am wrong (and I want you all to let me know when I am)!

0.1.4 came with a lot of bugs and a need for a lot of polish. For 0.1.5 I really wanted to focus on the actual resource logistics and hammer out the entire system completely from the ground up as well as work out the major kinks that came with the new multi-resource system. So the main focus for 0.1

Drone Configuration

There were a lot of opinion on how the resource gathering for the drones should be handled, I think I was able to find a good approach that would satisfy all of my fellow logistics geeks out there!

The new Drone Config! - Now players are able to completely manage their drones down to the exact percent. They can also click on the resource name itself it defaults to 100% for that resource. Players also have the option to turn off their drones; players can also set the drone to auto where it will mine a balanced amount of each resource that is available from the source.

Early Stages for Future Population Update

I was given some great suggestions by @kirsendarken on our Discord and one of the biggest ones was a way to turn off immigration to specific habitations, I had planned for a massive update focused on population control for your stations, but this feature needed to be added from now in order for players to maintain their logistics networks properly. So, I used it as an opportunity to lay the foundation for the population update from now.


Immigration control for individual habitats.

This works as expected. If you have questions come ask them on the Discord!

SystemBuilder v6

As SystemBuilder matures even further in this update, we have introduced 2 new features that I think will excite the fans of our procedurally generated systems and galaxies!

Elliptical and Non-Perfect Orbits

This one was on the list for a while I just never got around to actually implementing it... until now! After a push from @kirsendarken again I decided to bring them into this update. I think they came out great and really bring a more natural element to the systems themselves. Let me know what you think!

Orbit Timings

I noticed that orbits would become perfectly synced then eventually all fall into each other. I fixed this by changing the speed of the orbits of all objects to be generated by RNG before they were the same orbit speeds across all objects (except moons, I had fixed it for moons but never added it to everything else).

Other Changes

Across the board I cleaned up a lot of stuff, I bug fixed as many bugs as I could find and as many bugs that were reported that I could find. I am still going to be bug hunting for the next two days (I am writing this on Wednesday I plan to release the update Friday afternoon).

Scaling Issues for UI Panel Fixed

Remove Module Overhaul - Now when you remove a module you will enter "Remove" mode and when you hover a module it will show you what that module is and the price to remove it.

Added System Time to UI Panel

Fixed Custom Resolution Issues

Fixed button clickable surface scaling issues.

I will do the rest of the update logs like this from now on, I like it! Let me know what you think on our Discord! 

Get Array - v0.1.5b

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.