Greetings, Magnates!
I'm happy to say things are going well. There is still like a humongous list of things to do, and unfortunately some days that list is growing more than it is shrinking, but progress is made each and every day.
UI
The last couple of weeks I've been mainly working on UI (again). I have a good foundation now, and although it still may change, it is good enough for now. Having an actual interface to interact with is so much better than having to remember a gazillion hotkeys.
I posted this on twitter a while ago. It shows most of the UI and explains what the various things are.

Click here to open full version.
Market simulation
Quite of a big deal, I've implemented the first working version of the economy slash market. Some of you may remember the old concept of contracts; that's been scrapped for now. The new way of making money in this game is by satisfying market demand. The short version of this subsystem is that your factory site is connected to a "region" (aka sector, district, whatever) on the planet. That region has its own isolated market. A market in this context being simply a series of products that the region has a demand for.
When you connect your factory site warehouses to an outgoing drone track, the region can interact with your warehouses. So it will start sending cargo drones to your warehouses to pick up the products it needs. You are paid on pickup. Here's a tweet showing drones coming in and picking up products:
https://twitter.com/RisingTail/status/1396066807492927501?s=20
A lot of work goes into this simulation, and I've barely scratched the surface. I'll be hacking away at it the next couple of weeks.
Changelog
Btw, I deliberately keep bugfixes out of the changelog. As I am still the only one playing the game it doesn't make sense to mention fixes - but I can assure you that a lot of bugs are fixed all the time.
Until next time!
Fey at Rising Tail
