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Milestones

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  • The reason to fly. Belt mining feeds the construction of larger ships, the food and biomass loop closes so a long voyage can support its crew, industrial chains consume and produce what the mod makes, and research gates what you may build next. This is the layer that turns the rest from a sightseeing tour into a progression.

    No due date
  • Contact in a place you did not expect it: shields hold or fail, turrets track, a firing solution needs a sensor that can actually see, and losing costs you parts of the ship rather than a health bar. The pieces exist as machinery - shields, turrets, block damage. What this milestone is really waiting on is a reason for any of it to happen: there is nothing out there to meet yet.

    No due date
    0/1 issues closed
  • A flight long enough that staying alive is its own problem: air is consumed and scrubbed, the crew eats, a failure is visible and survivable rather than instantly fatal, and a console tells you which of those is about to kill you. It also carries the danger of the jump itself - hyperspace hazards, misjumps, and the computed exit point that makes an unscanned address a gamble rather than a formality.

    No due date
  • You do not know where anything is. Point a telescope at a patch of sky and pay for the survey in time; it writes a real address into a memory crystal. Carry the crystal to the ship's navigation computer, arm the address, and jump to a system nobody has visited. On arrival, a scan aboard tells you what is actually there. Registering a system and making out what orbits it are two different observations - an early instrument hands you coordinates worth flying to, a better one tells you what is at them. Done when that whole loop is playable on a world with research turned on.

    No due date
    2/2 issues closed