Pulsar4xDevs/Pulsar4x

Expand SM tools

Opened this issue · 1 comments

se5a commented

The basics are there now (to get SM mode: EscMenu->SM Mode) , SM can switch between starsystems, and spawn a variety of entities.
Still to do:

  • UX/layout work.
  • Species creator
  • Colony spawning needs to be able to select from a list of facilities to add.
  • Ship and planet spawning needs to display an orbit path before the entity is actually created.
  • Need to be able to SM create ship and facility designs, and set them to factions.
  • Planet spawning needs a lot more work, planets have such a large variety of options, the SM needs to have good defaults and it should be obvious when trying to create silly planets (ie ice planets in the inner zone).
  • SM starsystem view should have options so that SM can switch between what each faction can see in that starsystem.
  • Exit out of SM mode back to a faction.
  • Stability
  • Create a whole new system (with a seed entry)
  • Specific databob/componentFeature editing (i.e. orbits, colonies/ships add/remove/damage components, add/remove cargo)
  • Direct datablob manipulation? SM can currently view data using System.Reflection.MemberInfo. editing this data direct should come with a hefty warning though, ie if you direct edit the amount of fuel in a ship, it might not update the deltaV available or the added mass, and cause other such problems.
se5a commented

Ship and planet spawning displaying an orbit path mostly works. there's still some kinks, it doesn't display a hyperbolic trajectory properly, there's also something not quite right with the position widget too, works ok for small (ie earth) distances, but not for larger ones like the gas giants.