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