feat: rework modules, items and fuel

This commit is contained in:
2026-03-17 03:32:37 -04:00
parent ec1116e1ce
commit 3234b628ea
45 changed files with 4882 additions and 6052 deletions

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@@ -48,7 +48,6 @@ Examples:
- no docking module means no docking service
- no habitat module means no population growth or human transport
- no refinery module means no refining
- no fuel-processing module means no gas-to-fuel conversion
- no storage module means reduced or absent inventory capability
- no shipyard-related module means no ship production
@@ -92,7 +91,6 @@ Likely station-side categories include:
- storage
- habitat
- refinery
- fuel processing
- manufacturing
- shipyard or construction support
- defense
@@ -141,7 +139,6 @@ Examples:
- reactor
- capacitor
- station power core
- fuel systems
### Production Modules
@@ -150,7 +147,6 @@ These convert goods into other goods or into built output.
Examples:
- refinery
- fuel processor
- factory
- shipyard support
@@ -198,7 +194,6 @@ They may require:
- build time
- power
- workforce
- fuel or energy inputs
- docking or logistics support
This should let stations and ships fail in believable ways when underbuilt or undersupplied.
@@ -219,7 +214,6 @@ Modules should define which item flows an entity can participate in.
Examples:
- a habitat module enables population support
- a fuel-processing module consumes gas and produces fuel
- a refinery consumes raw resources and produces processed goods
- a storage module determines what volume or class of goods can be held
- a livestock module participates in the food chain