One list of what the fleet makes, and a cargo screen with icons, share bars and a launch button
Published
In short: this space RTS now has a production screen, one list of what every carrier and bunker makes, where you can switch what a refinery uses. The cargo screen (F2) also gets item icons, share bars and a live hangar, and docked units can now launch from it.
The production screen
F12, or the Production button on a carrier’s or bunker’s unit card, opens one list for the whole fleet. Each chain reads left to right: the goods going in with what’s stored, the module with its rate and what it’s doing, and the goods coming out against their limit.
Clicking an input allows or stops it at that host, clicking the module turns the chain on or off, and clicking the output steps its Keep target. Switches are orders, and any host can be changed from the list, in any area. So a refinery can now run on salvage only: switch ore off and the ore stays in the hold.
Only refineries appear for now. A module’s data says what it makes, and both the screen and the module read it, so what’s shown is what happens. More: the production screen.
Icons and share bars on F2
Rows for items, modules, mounts, market goods and docked units now have a small icon at the left. So do F2’s storage switches, the machine shop’s recipes, the Work panel’s units and the production screen. The art is placeholder.
A tinted bar behind a row now shows its share of the total: hold stacks of the hold’s room, fitted modules of the hull’s room, docked units of the hangar’s room. The HOLD, FITTED and HANGAR headers have a stronger one for how much is used. A bunker’s unlimited room has no bar.
A live hangar, and launching from F2
The hangar on F2 now updates live: units show as they park and leave, and your selection, folded sections and scroll stay put. The recipes screen (F10) also updates as hangar room changes.
Docked units couldn’t launch from F2 before. Now you can right-click one there for Launch, or press O on its row. More: the hangar.