mods should add:
an oxygen bar that slowly and continuously depletes. when it runs out, you suffocate just like you would underwater in mc.
the oxygen bar can be refilled with an oxygen tank that you can put in your inventory in the suit slot.
since suits are inexpensive, i'd suggest that players always wear a suit anyways
the oxygen bulb is supposed to be a red tank that lasts for ~15 irl minutes.
in-game, you might use 4 tanks a day?

there's also a blue hydrogen tank
you can use both to weld metals

there might also be vr goggles and a drone to fly around

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a list of ideas, in no particular order, trying to achieve perfection:

* the world is essentially a database, the UI is just a wrapper
* the world consists of three types of data: world data, mobs (tied to the land), blocks (tied to the land)

* on mars, landscape generation is similar than on earth. that is because the landscape existed before life on earth. however, all blocks with signs of biotic activity are replaced by blocks without signs of biotic activity. for example, grass is replaced by dirt
* water (liquid) is not implemented. liquids are not implemented, because they are a pain to implement and because it's unnatural for liquid water to exist on mars. however, ice does exist, and possibly bottled liquid water.
* trade mechanics are encouraged. possibly, you can sell and buy water.

* there is only one type of electricity. it must be implemented well and consistently. the simplest model that works is often the best. forego voltage and current, only respect power. 
* i must make a new codeberg account for these mods that is not tied to my personality, for privacy reasons.

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following ideas should be implemented: (achievements, tech tree, landscape generation)

* the essential elements of the tech tree, i.e. water and electricity at the first level
* the game contains an achievement book that is essentially that tech tree
* water is so fundamental that a whole lot of landscape generation deals with it.
there's "hot" and "wet" biomes, each with a float var between 0.0 and 1.0,
but temperature takes precedence, and if temperature = 1.0, solar cell power production is at a maximum,
but wetness of ground reaches from 2% to 10% (2%, 5%, 10% if three levels).
for temperature = 1.0, solar cell power production vanishes to zero,
but ground wetness goes from 20% to 100% (if three levels, then 20%, 60%, 100%).
ideally, the map generator should be reworked to include 100% wet biomes only above z = 3000 and below z = -3000.
(note: irl martian polar caps are 4500 km from the equator, ingame they are 3000 nodes from the equator at z = 0. z specifies latitude ingame)
also, above these limits, everything is 100% wet. maybe even the landscape is cut off at z = 4500, and players cannot go behind that.
(note: irl 4500 km from the equator is the poles, i.e. the farthest point from the equator. then, z = 3000 would specify approx. latitude 60° North,
i.e. the beginning of the no-sunlight area.)


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oxygen:

* oxygen tanks should last for 15 minutes irl, which is 15 seconds ingame. ingame days last for 24 minutes, so 100 oxygen tanks / day.
* if you travel to the poles by foot, it should take you roughly one ingame day, i.e. 24 minutes. at a walking speed of above 3 blocks/second,
that would be 4500 blocks. we should do 3000 blocks though, for aesthetic reasons. that means you need at least 3 stacks of oxygen tanks for the journey back and forth, i.e. 200 bottles.
* each oxygen bottle is 2 L irl with 5 bar of pressure. that includes 10 grams of oxygen, where daily intake is around 1 kg.
* oxygen bottles can be refilled by the big oxygen tank within the ship, which is one big pre-built structure and cannot be crafted.
* the big oxygen tank in the ship is unique at spawn or at every ship and is 1000 m^3 irl at 5 bars, holding a maximum capacity of 5000 kg of oxygen.
that's enough for a crew of 8 people for an entire martian year.

* there's a HUD status bar to display how much oxygen you have left in your inventory. inventory oxygen bottles are automatically used for breathing and discarded into another slot in your inventory. if your HUD oxygen bar is full, you have at least 10 minutes left of oxygen. 10 full pictures on your HUD means 10 minutes ingame, and each full picture corresponds to 1 minute ingame. so, when you travel to the poles, you have to manually check that you have enough oxygen by doing the maths, otherwise it might run out and you suffocate on the way, losing a lot of your items and other stuff.
* i might add the gravestone mod for convenience, including the /back command.


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railways and trucks:

* there are both railways and trucks in the game.
* trucks are battery-operated and have a limited range.
* railways can be cable-powered (and in fact are by default) and aren't battery powered.

* you can keep batteries in your inventory to power the truck. if you do so, another status bar appears on the HUD, making a total of 4: health, food, oxygen, and energy. one full battery should weigh around 1 kg (as much as a loaf of bread) and store around 0.5 MJ = 0.15 kWh of energy. with 2-3 kWh of energy, you can drive the truck for 1 ingame minute, approx. 5 nodes per second (~2x walking speed, 18 km/h, normal walking speed is around 3 nodes/second, or around 10 km/h). at this rate, it takes you 10 ingame minutes to reach the ice biomes. that means, it takes you around 500 batteries to reach the poles and come back.

* there's also cable-powered railway that is significantly faster than truck, at approx. 60 km/h irl or 16.66 nodes/second ingame.
at this rate, it takes you 3 minutes ingame to reach the ice biomes.
* but railways require more work to set up, including laying tracks and planting solar panels next to them to power the tracks, and also railways can only go in one straight line, and cannot move across a two-dimensional plane. for a north-south axis, that is good enough though.

* the crafting recipe for railway vehicles and trucks are almost identical, but for railway vehicles the batteries are replaced by cables.
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