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