I spent the last couple of days with internal refactorings and the addition of Energy
.
Until now every Structure
on the Planet
was always allowed to tick, there was no Energy
requirement, production or storage.
In general
Every 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 Energy
.
The factory ‘slows down’ in that case.
If there’s no production, the factory will grind to a halt.
Solar (panel)
I added the new Structure
Solar
, which currently produces a flat amount of Energy
.
The produced amount should later depend on day/night, location on the Planet
or even vary from Planet
to Planet
.
Battery
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 Energy
storage.