Wanted to give a heads up to those who are following.
I'm about a week late in pushing out a new version of OPHD. This was originally slated to be an interim release with only some minor feature roundup relating to robot command and the warehouse interface but I started to get annoyed with how easy it was for mines and smelters to overproduce on one resource and not the others... so I did some shuffling of issues and decided to make the Mine Operations Window the big feature for this update.
This is the in-game representation of the wireframe from
Issue #17 over on GitHub.
It's starting to shape up though doesn't do anything yet. The real changes atm are under the hood -- Mine's are no longer inexhaustible. They now have a finite amount of resources and once depleted are useless. You're best off bulldozing the shaft and reclaiming whatever resources you can (this is still debatable, not sure if I want to have the facility and shafts remain in place pretty much forever as a sort of marker). Anyway, mine yields determine how many resources are available per 'level' or 'vein' of the mine shaft. You're only able to access the full amount of resources as you dig your mine deeper. Extending the shaft (at the moment) will take 10 turns so you'll need to think really carefully about how you handle your resources if you only have one mine available because it won't be producing anything during the time the new shaft is being dug. The time it takes is completely up for debate, I chose 10 arbitrarily as an 'expensive' action.
Aside from the changes to the mines and mining interface, I've also uncovered a myriad of bugs and defects. It's amazing how many things come out of the woodwork when you start executing code paths you never thought to do.
So yeah, lots has been going on and development continues. I'm eager to push out this release, I think there's a lot of neat little things that really make a difference in how the game feels in terms of completeness.
TL;DRLots of stuff under the hood changed, lots of bugs fixed, I'm a bit delayed because it's too easy to distract myself but work is progressing.
Oh yeah, and I made the game even harder than it already was. You're welcome.