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Make the Reactor burn radioactives too, refuelled by workers like its siblings
ClaudeUnverified signatureThe original power station stayed free once built while its smaller combust siblings needed a worker-hauled fuel larder — an inconsistency once the Combustion Generator/Biomass Reactor pattern existed. The Reactor now runs on the exact same mechanism: a `combust` fuel list (radioactives), its own local larder (entities.js inputCapOf), filled by a worker SERVICE run (engine/haul.js), burned by updateCombustors — at double the smaller stations' rate, matching its double Power/reach. Merged the Reactor's own HUD panel into the generic fuel-burning-power- station one (hudSelection.js) now that it shares the same mechanic, instead of leaving two separate, now-overlapping panels selecting the same building. Also fixes a real bug this exposed: assignService's "needs its output cleared" check read storeTotal(b) >= storeCapOf(b.type) * ASSIGN_FRACTION, which is true (0 >= 0) for ANY building with no output buffer at all — previously masked because non-recipe buildings were filtered out before…39bb807
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Have power stations refuel from a worker-hauled larder, and add the Biomass Reactor
ClaudeUnverified signatureThe Combustion Generator used to burn gas or biomass straight out of the treasury, automatically, with no worker involvement at all — unlike every other producer in the Odyssey economy, which draws from a finite local buffer a worker has to physically haul in. Gave it (and its new sibling) the same treatment: fuel now lives in the building's own `input` larder, filled by a worker SERVICE run (engine/haul.js) exactly like a factory's input, and updateCombustors burns from that larder instead of the treasury directly. Split the fuel roster while at it: the Combustion Generator now burns gas (Helium-3) or radioactives; the new Biomass Reactor is its sibling for a biomass-rich claim, same stats, burning biomass alone. Both are ordinary `combust` buildings, so entities.js's per-commodity larder-splitting (inputCapOf) already gives each accepted fuel its own guaranteed slice, same guarantee a multi-input factory recipe gets. Also fixes a bug this surfaced: countLogistics only ever reset th…a7b559b
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Electrify: wire non-power buildings into the grid for +30%
Claude +1: Claude Opus 4.8Unverified signatureAn Odyssey non-power building — a Command Center, Barracks, Star Dock or Habitat — can now be ELECTRIFIED: wired into the power grid to run 30% better. A producer trains its units 30% faster; a Habitat houses 30% more. The upgrade isn't free. An electrified building adds a steady grid draw (ELECTRIFY_POWER, grid-efficiency scaled like any consumer), so lighting up the whole base competes with the factories for Reactor Power. And the payoff scales with the player-wide power throttle: the full +30% only while the grid can carry the load, tapering as it runs short and 0 with no active source at all — so it's worth it once you have Power to spare, not as a free stack. - isElectrifiable(type) (entities.js): a building not already on the power economy (no recipe/reactor/generator/rig/wonder) that has something to boost (produces || supplyGrants). - ELECTRIFY_POWER draw + electrifyBoost(state, owner) = 0.3 × throttle (industry.js); powerDraw counts each electrified building. - Boost a…c2a29e2