-
Chemical drives should have some good stuff going for them, so that they can always remain competitive with more advanced options like ion and EM drives
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Warp drives completely outclass subluminal options, but have a minimum drive engagement, so that subluminal drives never become irrelevant
- subluminal warp drives cannot be used outside of supercruise
-
intergalactic warp drives outclass interstellar warp drives, but have a minimum jump distance that requires interstallar drives
- maybe like 1kly minimum jump distance
- maybe intergalactic drives interact with interstellar drives and and provide fuel cost discounts for longer-range jumps
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interstellar infrastructure that drastically reduces fuel consumption, and allows subluminal ships to travel between star systems
- sorta like the hyperlanes in cowboy bebop
- good for automated logistics ships or something
-
normal space
- Pressurized Gas Nozzle
- is there any use for this?
-
intrastellar
- local (planet-moon systems)
- Chemical Drive
- global (entire star system)
- Ion Drive
- Electromagnetic Drive
- Warp Drive
- local (planet-moon systems)
-
interstellar
- Interstellar Warp Drive MkI
- 0.25-5 ly range
- Interstellar Warp Drive MkII
- 0.75-50 ly range
- Interstellar Warp Drive MkIII
- 1-1000 ly range
- Interstellar Warp Drive MkI
-
intergalactic
- Intergalactic Warp Drive
- 1k-10M ly range
- Intergalactic Warp Drive
-
Moons of starter planet
- no superluminal options
- basic chemical drives
-
Entire star system
- both subluminal and superluminal options
- ion drives (subluminal)
- entry-level ion drives are worse than top-level chemical drives
- EM drives (subluminal, needs advaned physics-breaking materials)
- low-power warp drives
-
Interstellar travel
- superluminal-only from here on out
- A few tiers with varying jump ranges from a few ly to a few thousand ly
-
Intergalactic travel
- Endgame, only one tier available
- System Gen:
- heavily bias orbits of stars in myltiple-star systems to be small, so that there's an interesting mix of orbits around each star and circumbinary orbits.
- only generate one "layer" deep at a time. ie, generate planets around a star, then find out what planets can form moons, and generate those
- When using the spyglass, info about the targeted celestial body should be displayed
- Custom Planetary body shader that does shadows n stuff
- Render the galaxy somehow
- Figure out what to do about worlds that have a system node ID that no longer exists in the galaxy.
- Day/night cycle based on star system configuration
- Server-authoratative celestial body positioning
- Spyglass with larger zoom
- Augment that shows the celestial bodies that belong to the current system
- Save planet ID in server world nbt
- Don't load every dynamically-generated world on startup
- Galaxy selection screen
- Save celestial time
- Sync system node ID when dying
- Gravity
- Basic movement adjustment
- SmoothSwimmingMoveControl
- FallingBlockEntity
- ItemEntity
- PrimedTnt
- [?] AbstractArrow
- FishingHook
- LlamaSpit
- ShulkerBullet (what?)
- ThrowableProjectile
- AbstractMinecart
- Boat ???
- ExperienceOrb
- LivingEntity
- Mob jump height
- Disable elytra flight in planets with no or thin atmospheres
- Basic movement adjustment
- Logistics ships!
- Space stations/custom space ships
- In-world starmap
- Figure out mod progression
- Planet compositions and scanning
- Maybe you have to collect data on a planet before you can land
- Preliminary scans could show material composition (eg. what % tin the planet is made of)
- Intensive scans could be needed to actually land on the planet
- Render sky into HDR buffer and then tonemap when copying to main buffer
- Aurorae
- Ringed Worlds
- Accretion Discs
- Black holes may or may not be accreting
- Since I dont want to keep world files around for planets that were barely interacted with, how do we figure out when to keep the world, and when to not?
- Implemented my own math types and converted all my code to use them
- Fixed child planes nor working right