I spent the last couple of days with internal refactorings and the addition of
Until now every
Structure on the
Planet was always allowed to tick, there was no
Energy requirement, production or storage.
Structure now produces or consumes Energy which is tracked by the game. If there’s not enough energy available to tick every
Structure, nothing will happen in that tick.
The unspent amount is then carried over to the next tick. And will eventually cause a tick, even if the produced
Energy is much lower than the required
The factory ‘slows down’ in that case.
If there’s no production, the factory will grind to a halt.
I added the new
Solar, which currently produces a flat amount of
The produced amount should later depend on day/night, location on the
Planet or even vary from
I also added a
Battery as new
Structure. It can be used to store
Energy that’s overproduced.
Since the production currently doesn’t vary over time, the
Battery is pretty much useless right now.
It was still an important
Structure to add, so I can also test the
Energy storage logic.
Below an image of the
Solar panel, the
Battery, the current
Energy usage and production, and the current and maximum