- Rebalance the three cargo hold upgrades (8/12/16) from a credits-only sink to a mixed cost of credits and minerals, so expanding the hold draws on both trade income and the mining economy.
- Update research descriptions, build data, tests, docs, and code comments to reflect the new two-resource costs.
- Introduce data/research/cargo.json: a 3-node chain (8 → 12 → 16 bays) where each node is a blueprint that unlocks the matching ship-hold build
- Add `build` gate field to ResearchModel.js (attachBuildGates) so a node can require a named build to be completed before it becomes researchable, composing with the existing quest gate
- Wire both gates in GameScene and ResearchWindow so node availability, lock notes, and the RESEARCH button reflect quest + build state
- Gate cargo_bay_8 on the special_delivery quest; cargo_bay_12/16 on Improved/Advanced Mining Storage builds
- Update builds.json to require the corresponding research nodes for cargo-bay-8/-12/-16
- Add comprehensive tests covering the cargo tree structure, pure DAG availability, live gate composition, and build-side lock-step
- Add `premium_arm` and `advanced_storage` research nodes (Tier 3) to the mining tech tree, each gated by its Tier-2 parent.
- Add `mining-arm-premium` (4.0 minerals/s) and `mining-storage-advanced` (500 capacity) ship builds in data/builds.json.
- Update existing Tier-2 nodes to declare their new children in `unlocks.research`.
- Extend test suites for the two new research nodes, their build wiring, cost/affordability, DAG layout (3 rows), and availability gating.
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
- ensureLandingTether runs before SurfaceScene launch so the surface HUD
already reads Tether Level 1; free + instant, no console step
- Extend tether lookups (_applyBuildEffects, tetherLevelFor,
_rematerializeBuiltTethers, applyRestore) to include systemStations so
station tethers anchor, level up, and re-anchor like planets'
- Idempotent: home seed, existing build record, or an already-hosted
tether all short-circuit; adopt rather than double-anchor
- tether-l1 targets now ["planet", "station"]; update descriptions in
builds.json, README, PROJECT_NOTES
- Reorder MapWindow tabs to CURRENT SYSTEM / GALAXY / SYSTEM (galaxy is
the live middle tab) and keep SYSTEM as the armed standby target
- New `data/research/mining.json` tree (Improved/Advanced Mining Arm, Improved Storage) as blueprints that unlock matching builds
- Three new ship-scoped builds in the console's Mining tab: mining arm rate 1.5/2.0 minerals/s and hold cap 350; MAX-guarded effects applied to `ship.stats`
- Tether Level 3 promoted from research-direct effect to a build (tether-l3) gated on L2 tether, consistent with L2 blueprint pattern
- `BuildState.isBuiltAnywhere` + `isShipScoped` so ship upgrades count as built wherever the ship lands (no re-buy), records still key the planet
- `GameScene._restoreMiningUpgrades` re-derives ship mining stats from build records on load; `_applyMiningUpgrade` handles rate/capacity with toasts and HUD refresh
- New procedural icons: tether3, mining, mining2, storage
- Updated tests (builds, research-builds), diagnostics (BuildDiag v4), docs, README, manifest
- Introduce Star entity (procedural texture per spectral class) drawn at the origin of every non-home system; only the starting system's central body is the home world
- Freeze `homeSystemId` at roster build so lazily generated content for newly arrived systems no longer misreads as home and deals a second home world
- Anchor tether-l1 builds on newly discovered worlds (effects.tether in data/builds.json) and re-materialize installed tethers after jump cuts / scene rebuilds
- Discovery now reports the central body in every system ("Home World" vs. spectral-class star label); stars are solid but not comms targets
- Add dev tools: nav-reach-probe (soft-lock analysis), star unit tests, tether-newworld browser test; fix landing video references and Phaser stubs
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
(looping feed video, category tabs, build list, dossier + cost + BUILD
button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
(200 minerals, 20 s, requires L1 tether on the world); home world starts
with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
tick on the game-loop clock so a build survives takeoff mid-build
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract
- New ActionBar component (js/ui/ActionBar.js) renders a procedural cyberpunk
bottom bar with six slots (Research, Build, Ship, two reserved, Menu),
boot flicker, rail comet, glitch bursts, and RGB shimmer; fully driven by
data/actionbar.json
- Data contracts for the player's progression loop: research.json (time-based,
one project at a time, gates builds/research) and builds.json (credits +
minerals, ship/planet/station categories), both with _template docs and
empty maps; registered in manifest.json
- GameScene wires the deck in, routes clicks over it away from fly-to, pins
the hint above the bar, and drives per-frame update/shutdown
- New dev/research-builds.test.mjs pins the data contract (manifest entries,
rule knobs, template fields, six-slot order)
- cdpshot.mjs: cross-platform temp dir + --no-sandbox for container/CI
- README and PROJECT_NOTES updated with the new loop, deck docs, and a Phaser
v4 scrollFactor-on-screen-fixed-container quirk