V3 target — shipped
Hard cap ±2 levels (colony and gravship A+/B+); Unlimited setting defaults OFF. Do not run Strata alongside AASB or MultiFloors. All locked items below are on branch V3 (build stamp V3 Complete).
Build order
- Cap setting (±2 / Unlimited off) — ✅ shipped on
V3 - G1–G7 Gravship linking — ✅ shipped on
V3(viaV3-G2; includes G8 land polish) - More UX (M1–M10) — ✅ shipped on
V3(viaV3-M-ux) - A1 Live see-through roof view — ✅ shipped on
V3 - A2–A5 Polish — ✅ shipped on
V3(stampa2-a5-polish-v1)
New Gravship Linking (G1–G9) — done
G1–G9 shipped on V3. MultiFloors lesson: explicit travel entitlement + deterministic shaft identity — not endless orphan heuristics.
- G1 One engine of record — ✅ Pin travelling stack to the packed ship’s engine thingID at takeoff; never PreferBestEngine / CurrentMap fallback during land rebind.
- G2 Stable shaft identity — ✅ Persist stack GUID + per-shaft ID so land never spawns a second “New” underdeck when packed stairs replace temp shafts.
- G3 Substructure-ready land gate — ✅ Never CompleteLanding footprint rebuild until host ValidSubstructure (or VGE foundation proxy) is non-empty; single deferred sync path.
- G4 Explicit travel entitlement — ✅ Host shaft Comp “Travel with ship” toggle gates launch follow.
- G5 Multi-shaft wiring table — ✅ Restore by shaftId table; no best-match salvage when ID present.
- G6 Shaft as grav-extender — ✅ Shaft footprint + rim owns the vertical pocket column for linked placement.
- G7 Pack A+/B+ into Gravship cargo — ✅ MVP: pack buildings/items engine-relative at takeoff; place at land root (skip live-pocket align when cargo placed).
- G8 Land polish — ✅ Orphan adoption, duplicate cull, deck cargo / footprint clear (with later force-wipe for non-destroyable elevators).
- G9 Mid-flight underdeck view → land RGB — ✅ block viewing travelling floors mid-flight; land paints with host as CurrentMap + MapDrawer regen (stamp
g9-travel-view-rgb-guard-v1).
Polish (A1–A5) — done
- A1 Live see-through roof view — ✅ draw the map below through
Strata_OpenSky/ see-throughStrata_RoofDeck(terrain, MapMesh things, live pawns); weather sync; click-select + double-click select-similar + forbidden overlays; float menu; cross-level ranged combat (pawns/turrets/mortars). Stampssee-below-v1→below-select-parity-v1,cross-level-combat-v2,weather-sync-v1,roofdeck-seethrough-v1. - A2 Mental breaks that cross stairs — ✅ binge food/drug stash hunt + berserk / murderous rage chase through shafts (stamp
a2-a5-polish-v1). - A3 Raider divert polish — ✅ pursue when no fightable colonists remain on this floor (downed-only does not hold them); chase toward linked floors with live colonists.
- A4 Vertical utilities as one net — ✅ tankless pockets (no local batteries) still get offline demand + consumer bootstrap from shaft surplus even in performance mode.
- A5 Per-system kill-switches — ✅
StrataFaultGuardauto-disables work relay / atmosphere / shaft fluid / robot soft-compat after repeated errors; shaft fluid toggle in settings.
More UX changes (M1–M10, no M5) — done
Shipped on V3 (merged from V3-M-ux).
- M10 Level-switch Update OOR / flicker — ✅ clamp stale
CurrentMapindex after pocket create/destroy; harden overlay + Work/Schedule lists (stampm10-level-switch-oor-v1). - M9 Gravship pilot seat from other floors — ✅ pawns on a linked underdeck / tower deck can fill the pilot role and right-click Pilot Gravship (stamp
m9-pilot-across-levels-v1). - M1 Hospitality / guest / trader pathing — ✅ visitors rest/follow lord through shafts; exit-map escape already covered.
- M2 Vehicle Framework — ✅ soft-compat: RoofDeck park / OpenSky blocked when VF hooks match.
- M3 Modder API — ✅
Strata.StrataModderApifacade (reachable maps, stairs, link listeners, incident policy). - M4 Depth dim slider — ✅ optional upper-deck screen darken (settings).
- M6 Medical bed preference — ✅ pin medical bed +
FinishMedicalLayDown on arrival. - M7 Reinstall buildings — ✅
WorkGiver_InstallAcrossLevelsfor minified → linkedBlueprint_Install. - M8 Float-menu / caravan selection — ✅ linked-floor float menus + cross-level caravan sendables.
Also on V3 (beyond the locked list)
Extra work that landed with Version 3 complete:
- VGE Chapter 1 soft-compat, gravship life support (O₂ + heatsinks), VGE new-game crash fix
- Colony vs gravship shaft-family isolation; dig-stair open LongEvent; rescue across levels
- Combined linked stockpile resources; force-build / prioritize across floors (build stamp
V3 Complete) - Work relay on by default; float-menu reserve/reach for linked floors
- Gravship land stability: force-wipe non-destroyable elevators; no portal wipe on EnterPortal; Abandon confirm on host deconstruct; skip install BPs in LevelDemand
- Native cavern biome fallback; ReGrowth underdeck soft-compat; Mod Options single-column fix
Post-V3 ideas (magma, flooded levels, stack panel, etc.) live in
Strata/V3_ROADMAP.md.
Bugs and suggestions:
GitHub issues.