- 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
- `_applyResearchEffects` now receives the node id explicitly instead of
reading `node.id`, which is undefined (the id is the key in the tree's
`nodes` map, not a field on the object) — this was silently skipping
`activateGates` so researched jumpgates stayed dark
- Add `systemIdOfGatesNode()` as the pure inverse of `systemNodeId()` for
the gates node, with round-trip tests
- Reconcile gate activation in `_onEnterSystem()`: if the gates tech is
already unlocked, re-run `_activateSystemJumpgates` (idempotent) so a
missed activation self-heals on the next entry/jump/reload
- Make `_activateSystemJumpgates` idempotent by tracking fresh keys and
early-returning when everything is already online
- Add `navPoints()` and `navChart()` to SystemCategory.js as pure,
testable cores for the jumpgate unlock condition (discovered/missing
split over all NAV points)
- Add `js/dev/NavDiag.js` with `orbitNav()` / `orbitNavBrief()` console
commands that print the live NAV chart and which objects are still
undiscovered, installed by `main.js` on every page load
- Update `data/landing.json` to reference the correct gasgiant surface/shop
videos for slot 03
- Add tests for `navPoints`, `navChart`, and `systemIdOfGatesNode`
- Document the activation wiring bug, the `orbitNav()` diagnostic, and the
new pure functions in PROJECT_NOTES.md
- 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