Bit of a long delay for this one, but it was definitely time well spent. The electrical system now has virtually zero CPU impact!
• Fixed bug 159 - NPC's get stuck going out from reactor room
• Fixed bug 172 - Panels are not respecting their lighting channel
• Completely overhauled and re-wrote the ship's electrical system from the ground up. The previous brute force approach was simply too heavy for older CPUs, so it made sense to make something a little more sophisticated. The new system by comparison has virtually zero CPU cost, so that's a big win.
• Removed the four small distribution boxes at the base of the reactor and replaced them with a single Reactor Main Bus device.
Every electrical system on the ship will connect back to this main bus in some form. (Its screen is currently messed up - it's on the to-do list)
• Added a status light strip around the Main and Per-Deck Distributor screens which will light up when there's a Fault or Warning.
• Added fault awareness to all cabling on the ship, and connected it all up to the distribution boxes.
• Added all lights to their relevant deck distributors. I had actually missed a few previously, which was resulting in both incorrect electrical draw numbers and a small performance hit because they were continually searching for their feed device.
• Fixed the repair locations for some of the newer cabling, which was causing the NPC crew to get confused.
• The gun will now reduce the cable health in 10% increments so we can get a feel for fault frequency. Faults will increasingly appear from 75% health and lower.
• The power LED on the cables now has 4 damage states; green > yellow > amber > red, with each flashing more urgently.
• Added status indicators to the Main and Per-Deck Distributor output connectors too. The other boxes will be updated soon.
• Added more NPC role locations around the Reactor Room so that they'll wander between the various screens and things.



