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

View File

@@ -49,7 +49,6 @@ A recipe should conceptually define:
- cycle time
- valid producing module types
- optional workforce requirement
- optional power or fuel requirement
Recipes should be first-class design objects, not hidden assumptions inside modules.
@@ -60,7 +59,6 @@ Recipes are executed by production-capable modules.
Examples:
- refinery module
- fuel processing module
- factory module
- food-chain module later
- shipyard support module
@@ -112,16 +110,6 @@ For now:
This keeps the initial system consistent and simple.
## Power Interaction
Production should also respect power and fuel state.
Without power:
- production stops
This is especially important for stations because no-fuel means no-power, and no-power means no normal operation.
## Input Shortage Behavior
If inputs are missing:
@@ -153,7 +141,6 @@ The exact recipes can evolve, but the intended shape includes chains like:
2. refining or processing
- ore -> refined goods
- gas -> fuel
- food-loop conversions later
3. industrial use