Future Features
A longer-term wish list — ideas under consideration after 1.0, not commitments. Feedback is welcome (open a GitHub issue or post in the Discord). Grouped by theme.
Space & travel
-
More destinations — an asteroid field, gas giant moons… each with its own materials, hazards
and biomes.
-
Deeper station building — more station modules and reasons to expand a founded station beyond
its landing platform.
Survival & atmosphere
-
A radiation hazard + suit variant — deliberately deferred from 1.0 until a destination exists
that justifies it (the asteroid field is the leading candidate).
-
Smarter oxygen visuals — fog/haze tuning, boundary shimmer, optional top-down "fill" effect.
Terraforming & worlds
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More late-game terraforming toys — richer flora control, configurable target biomes, more
livestock interactions (shearing, milking analogues).
-
Active (away-from-player) terraforming — opt-in bounded chunk-loading so terraforming
continues while you're elsewhere (off by default — a performance footgun).
Machines & tech
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More processing — ore washing/smelting tiers, alloys, an expanded material tree.
-
Data-driven grinder recipes — move grinding to a datapack
RecipeTypeso packs can add theirown.
Content & polish
-
Bespoke audio — real rocket-launch, machine, ambience and creature
.oggsounds (the 1.0sound events alias fitting vanilla audio as placeholders; swapping in real files is a pure resource change).
-
Official EMI — native EMI pages already ship against the community EMI Unofficial Port (NeoForge and Fabric). Once official EMI releases for 26.x, switch the
emi_file_*pins to it, which also brings EMI to Forge if it ships a Forge build. -
Cross-mod integration — e.g. Mekanism, once the big tech mods port to Minecraft 26.1.
Want something on this list prioritised, or have an idea that isn't here? Open a GitHub issue or say so in the Discord.