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

  • 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

  • More processing — ore washing/smelting tiers, alloys, an expanded material tree.

  • Data-driven grinder recipes — move grinding to a datapack RecipeType so packs can add their

    own.

Content & polish

  • Bespoke audio — real rocket-launch, machine, ambience and creature .ogg sounds (the 1.0

    sound 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.

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