I think your updates will become my favourite Lindsey, as they will have more visible progress to people who don't understand code or the math behind the game/engine (I'm one of those people.)
I love reading Josh and Adam's updates, (and Talv does a great job of simplifying and summarising those for the non-coders such as myself,) but a lot of the time even with pictures, I have no idea what it is I'm looking at, or what they've actually accomplished in their updates. I mostly just trust it's all for the greater-LT-good.
To now have devlogs about art and visual things such as generating space stations, ships, textures, and greebles (which I've now looked up because it sounded funny) is super exciting!
I'll still not understand how you have come to create such cool, unique, and fascinating shapes, structures, and objects using only code, as that is well beyond my intelligence and skill, but I will sure appreciate the pictures more.
I do have one concern/question though when it comes to procedural art in games. I noticed when I first played the game Starbound, I was jumping around from planet to planet, exploring things and checking out the different biomes, aliens, and trees. The first few planets were awesome, everything was different each time and beautiful, but over time that was also what took away from the magic of it all. Everything was different so nothing was really unique in a sense. There was initially no common creature, tree, dirt colour, background, or light colour that could be used as a kind of baseline. It takes some of the magic away. Is there a way to combat that? Will there be super dull stations/ships that newer factions/cultures resort to because they are efficient and easy to build early on that will give that baseline look to the galaxy which then allows more complex stations/ships (maybe higher tech level?) to shine and be appreciated? Will tech level or some other variable be associated with the appearance of complexity in design?
I eagerly look forward to seeing and hearing more!