v0.2.38
Agriculture
Prepared culling of all animal types (sans horses) in preparation for new animal system. (Will occur this weekend)
Put in place feed framework under new system, will launch on day one of the new animal system.
Archaeology
Have begun the re-write of the 'odds' code. After gathering data on the existing anomalies, it has helped me determine the probabilities a bit better in live activity, and so I will be providing some 'buff' (I know, gasp!) to the system which will likely mean slightly larger treasures, and slightly higher probabilities of finding things like blueprints.
In line with the above I've officially began testing the ALBS system that drops multiple buoys from planes. This will likely take a couple weeks of testing before I can say it's safe for user testing.
Added in 50 new historical context items to be found.
Added more variation to container finds, adding around 100 new possibilities.
Natural gas anomalies can now be found at sea. (Surprise!)
Construction
Several adjustments to NPC job generation code in preparation for relaunch.
Began experimenting with new construction crew system, part of the upcoming CCS plans.
Logistics
Fixed issue with some ships lingering too long in port without getting the auto-boot.
Added in additional safeguard to prevent sticking 2 drivers in one semi if multiple tabs open.
Made several updates to start tracking more load types for accrediting logistics certification accruals.
Got in the phase 1 framework for generating loads under the new system, though this is just one step of many to get it to the point of testing.
Attempting test two of airline gate and ticketing system, this is a new iteration after my first test revealed some issues and bugs, on the continued journey towards releasing airlines as a feature.
Manufacturing
Culled multiple old recipes out of system.
Constructed first portion of a auto delete system for Aerospace recipes that are archived.
Did some work on background UI items in preparation for CCS systems.
Resource Acquisition
Fixed issue with Labor Day drillships not being able to install proper Drillship modules.
Made some slight tweaks to oil generation code on deep sea anomalies for a better spread of opportunities as far as amount found.
Made preparations for natural gas extraction on land and at sea (Surprise!)
The Beyond
Fixed issue causing too much of the wrong mineral type being required on T3 Research Facilities.
Minor adjustments to ship building hull weight calculations.
Other
Distributed T4T bonus items (Sans the Trains, which should go out this weekend, waiting on artist revision)
Began articles on CCS system, but they are not public yet as I need to make sure I'm happy with the functionality plans before I have you all start learning them!
Transferred depreciated coffee beans in warehouses to the new recipe version.
Handled around 15 support tickets of varying reasons.