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Quick note - busy day, automation still on the bench

No big patch today - I ran out of day before the next automation pass was ready to ship. Here is an honest preview of what is on the workbench: plan-once queues for components and launches, plus a colony overview that should make the early rabbit hole feel less like click-by-click busywork.

Short dispatch today. After yesterday's week-one wrap-up I kept coding, but life and a pile of unfinished edges meant I did not push another large production update. That is on me, not on you waiting - I would rather ship something tested than rush half a queue system live.

What is on the workbench

Alpha feedback keeps saying the same thing in different words: the economy depth is fine, but early play feels like too many manual hops - build a part, launch a batch, check orbit, repeat. I am building iteration two around plan once, queue many, without ripping out refinement tiers or orbital assembly:

  • Blueprint mission wizard - pick a ship schematic and let the colony plan factory builds plus launch batches instead of clicking every step by hand.
  • Factory and launchpad job queues - line up component builds and surface-to-orbit cargo; workers drain the queue when a slot frees.
  • Colony command board - one scrollable ops view of what is running, queued, or stalled on a planet, with optional labels on refineries so ten identical pads are tellable apart.
  • Mission overview and production goals - UI-only pacing hints so you see progress toward a first scout without pretending the sim got simpler.

When it ships

This is on a feature branch, not production yet. A few UI surfaces still need polish - launchpad queue visibility in the panel, auto-assemble handoff, more mobile passes on the ops board. I expect to merge and deploy once those pieces behave under real alpha load. Urgent bugs still go through Command relay as usual; I read everything.

Sebastian "Degola" Lagemann

Topics X-Wars Resurrection · browser MMO · early alpha · colony UX · automation · playtesting

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