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108 changed files with 9 additions and 604 deletions

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- Credits to buy things with.
- Structure is places to build things on planets or health for a ship.
- Supplies is materials being carried by a ship or materials on a planet available for construction.
- Workforce (aka population on planets)
- Energy for ships to go.
- Peace ("happiness") for planets improves capability.
Probably need to redo all those ideas.
Start with a planet with a few basic things to get running.
# Explore
You start with a home Planet. You must build Scout type vessels to scan for new territories.
Building vessels cost Supplies and time depending on Workforce and Peace.
- There is a time until the next Planet discovery is made which goes up exponentially.
- Scout ships reduce this time exponentially(?).
- Scouts can also be stationed at a Planet to give real-time data on it. They may be attacked when stationed (and will be destroyed).
- # of Scouts also improves detection of enemy movements (basically, movements are how many ships there are, since there is no "space", no map).
# Expand
You can capture Planets using Colony type ships. These are slow.
You can also build improvements on Planets. These cost a raw amount of Supplies and take time depending on the Workforce and Peace.
# Exploit
Planets will have different resources(?)
Research (using Currency) to get better at building things?
# Exterminate
You will run into other civilizations. You can try to coexist, or just get rid of them.

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A 4x game in text.

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core functionality of 'nomic' as code:
- accept input from players
- output to players
- determine a winner
turns, points, rules, events..
---
names are alphanumeric with periods allowed
(based on https://esolangs.org/wiki/ZeptoBasic)
label name
goto name
set var value
print var
input var prompt
if x cmp y name (cmp: lt le eq ne gt ge)
get var array index
put var array index
op var value (op: add sub mul div mod pow)
--- --- ---
(names: alphanumeric strings, periods allowed)
(args: optional, valid names separated by whitespace)
function name args
return args
call name args
set name value
print name
input name prompt
if x cmp y (cmp: lt le eq ne gt ge)
end
get name array index (name = array.index)
put name array index (array.index = name)
op name value (op: add sub mul div mod pow)

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# RGB
Colors have some inherit meaning, but are also assigned as various things.
## Red
Fire, Dirty, Blood, Cops?, Hospital.
Red: dirty or dangerous
## Green
Money, Financial, Environment.
Green: clean or financial
## Blue
Water, Fire Department, Police, Emergency Services.
Blue: resource or service
## Stuff
Residential, Commercial, Industrial, Banks, Mining, Airports, Ports, Roads (and Highways), Power Lines.
Red is dirty. Green is clean. Blue is resources. ??
- R+G = Yellow, Residential? (dirty+clean)
- G+B = Teal, Commercial (clean+resource)
- R+B = Magenta, Industry (dirty+resource)
- R+G = Yellow, Commercial (dangerous + financial)
- G+B = Teal, Industrial (financial + resource)
- R+B = Magenta, Residential (dangerous/dirty + resource?)
- R/2 + B = Purple, Residential (danger + resource/2)
-

17
FCOM.md
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This idea is being worked on in FCOM.
Radial menu opens towards center with options.
Home Base -> Build construction ships, fighters.
Fighters -> Move orders only, auto attack when enemy in range.
Construction ships -> Double tap to build ???
----
For ease of first version...
1. Fighters -> Move orders only, auto attacks when enemy is in range.
2. Home Station, tap to toggle between fighter and probe building.
3. Probes can be given a direction and speed to launch in and have limited fuel.

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@ -1,79 +0,0 @@
3½104
true,true,264,2
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IntergalacticNoise:4,0.5,0.3521,0.167,0.4821,0.2725,0.7332,0.5099,,0.21,-0.8736,0.0035,0.402,0.9388,0.9648,0.4923,-0.9122,0.0074,-0.558,0.4532,0.2707,-0.9843,,0.1711,-0.7798,0.9652,0.9953,0.2938,,0.57,0.1987,-0.8308,masterVolume:246
SCAREDYOURITE:6,0.5,0.0174,0.0231,0.2382,0.6811,0.6766,0.6084,,-0.0025,0.9844,0.3372,0.9869,0.1443,0.6772,0.3588,0.4417,0.1211,-0.3025,0.566,0.2413,0.0062,,-0.5059,-0.5689,0.7134,0.8218,0.0158,,0.4482,0.0151,-0.9987,masterVolume:247
QuietTear:5,0.5,0.1883,0.0063,0.7901,0.1254,0.1483,0.0465,,,-0.036,0.1547,0.0981,0.8712,0.9091,0.8857,0.2148,0.2905,-0.8205,0.2738,0.2875,-0.995,0.2095,0.183,-0.2564,0.7463,-0.4996,0.6559,0.4912,0.8421,0.0042,-0.8983,masterVolume:248
SLENDERMAN:6,0.5,0.698,0.7731,0.0002,0.6461,0.7956,0.6789,,,0.1563,0.8063,0.281,0.0034,0.951,0.0261,0.7392,0.2394,0.5932,0.291,0.8273,-0.2795,0.3487,-0.7505,-0.7066,0.8608,0.7402,0.9663,,0.7254,0.0047,-0.9999,masterVolume:249
Quiet2:6,0.5,0.0006,0.091,0.0006,0.1285,0.2727,0.4226,,-0.3839,-0.0005,0.8458,0.1031,0.6309,0.7795,0.7132,0.5553,0.6552,-0.9938,0.5443,0.866,-0.8334,0.3208,-0.8871,-0.1695,0.9674,0.3395,0.2009,0.0004,-0.7608,0.7516,-0.774,masterVolume:250
DataInSpace:2,0.5,,0.0381,0.9243,0.5363,0.8974,0.5194,,0.0448,-0.0378,,0.2015,0.0369,0.4887,0.6933,0.6171,0.5302,0.7682,0.1148,0.0968,-0.9573,,-0.7465,-0.9903,0.8715,-0.7082,0.4409,0.0002,-0.545,0.806,-0.9168,masterVolume:252
LaunchTransmission:3,0.5,0.7627,0.0036,0.1509,0.5902,0.7806,0.6184,,-0.5965,-0.0041,0.1063,0.4591,0.2031,0.6727,0.9779,-0.4518,0.046,-0.3467,0.1884,0.6603,-0.9491,0.0847,-0.9537,-0.3545,0.8406,0.4465,0.9563,0.0487,0.2312,0.0037,-0.76,masterVolume:253
Dump:8,0.5,0.0113,0.1261,0.7446,0.1903,0.892,0.598,,-0.5356,-0.1823,0.012,0.2538,0.0745,0.9228,0.1107,0.7492,0.0961,0.2406,0.4336,0.0752,-0.4615,,-0.7255,0.4812,0.5406,-0.1327,0.0599,0.0025,-0.7466,,-0.9085,masterVolume:254
Heartbeats:2,0.5,0.0019,0.0546,0.0723,0.3746,0.4855,0.1378,,0.0537,-0.8034,0.0306,0.8482,0.0302,0.937,0.5506,-0.3671,0.3085,0.0465,0.779,0.4898,-0.9921,0.4526,0.7257,-0.9999,0.9693,-0.4579,0.1809,0.2133,-0.8007,0.0133,-0.5707,masterVolume:255
LaserWeapon:,0.5,0.137,0.0812,0.4458,0.5306,0.293,0.3148,,0.6598,-0.0053,0.0245,0.7084,0.0151,0.839,0.3073,-0.1826,0.0143,0.8756,0.8732,0.1469,-0.9817,0.976,-0.9563,-0.9914,0.3521,-0.9947,0.8288,0.0359,-0.8571,0.1929,-0.9999,masterVolume:256
AggressiveTransmission:7,0.5,0.4735,0.2029,0.4454,0.3945,0.9463,0.8096,,0.0646,,0.07,0.5979,0.0776,0.9296,0.6143,-0.3359,0.5472,0.1835,0.1758,0.164,-0.9752,,0.5991,-0.9995,0.809,0.4968,0.657,0.169,0.9511,0.0002,-0.9999,masterVolume:257
BirdTransmission:7,0.5,0.1122,0.3536,0.9073,0.8676,0.4486,0.2417,,-0.0318,,0.2444,0.5367,0.0067,0.9245,0.2574,-0.4126,0.5671,0.7049,0.5291,0.9983,-0.925,,0.8589,0.1991,0.8255,0.9093,0.9587,0.2056,0.8337,0.5573,-0.995,masterVolume:258
Dump2:1,0.5,0.0056,0.2098,0.4227,0.6186,0.3914,0.5038,,0.3699,-0.6404,0.0042,0.725,0.0085,0.9843,0.2185,-0.6621,0.7941,-0.677,0.906,0.4089,-0.2288,,-0.288,0.382,0.9694,0.2737,0.3899,0.0804,-0.8043,0.1421,-0.8201,masterVolume:259
ScreamInAMicrosecond:5,0.5,0.0603,0.1063,0.1011,0.1362,0.8271,0.7721,,-0.0215,0.0112,0.0128,0.9675,0.082,0.8701,0.6172,0.3046,0.9081,0.6178,0.9171,0.2181,-0.8261,,-0.8381,-0.8706,0.934,-0.1655,0.5879,0.0008,-0.5386,0.0001,-0.9999,masterVolume:260
SpaceBloops:7,0.5,0.5355,0.0542,0.8172,0.6071,0.9002,0.2488,,0.0003,-0.0001,0.0128,0.1405,0.001,0.7786,0.4227,-0.7943,0.8592,0.1438,0.6421,0.9088,-0.9786,0.1409,-0.9998,-0.9998,0.6069,-0.8481,0.8748,0.2415,0.2178,0.0341,-0.999,masterVolume:263
SuperSpaceBloops:,0.5,0.2378,0.0872,0.1173,0.812,0.5093,0.4001,,,0.0893,0.0116,0.2279,0.0051,0.4721,0.3218,-0.6099,0.5944,-0.2306,0.4671,0.3192,-0.9994,,-0.9189,-0.9994,0.9353,-0.2186,0.7017,0.0025,-0.0266,0.0002,0.8569,masterVolume:264
Default:-1>1>-1||0|1|false>-1||0|1|false>-1||0|1|false>-1||0|1|false>-1||0|1|false:2

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cost - increases based on part's costs
mass - increases based on part's masses
speed - based on mass and engine parts
range - based on engines and fuel tanks
power - based on reactors
other categories/features are added if appropriate parts are added
weapons:
- lasers are instant lines, but damage degrades with distance squared
- projectiles have a speed and must actually impact, and can impact allies
cockpit / bridge starts every ship
crew modules ? hibernation modules? colonization modules?
fuel tanks, reactors, warp drives, teleport systems, armor, shielding...
I want to focus on larger ships and not too much detail.
Icons are based on mass of ships.
Also, each type of module has a probability modifier to say how likely it is
to be hit by enemy fire (essentially, is it an internal component or not).
Parts can be damaged or destroyed. Damaged parts can be partially functional,
and can be repaired when out of combat. Destroyed parts can only be repaired
at dry dock.

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A page is grabbed from "https://libraryofbabel.info/book.cgi?HEX-wWALL-sSHELF-vVOLUME:PAGE"
HEX 0 to z to 00 to zz etc etc to zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
WALL 1 to 4
SHELF 1 to 5
VOLUME 01 to 32
PAGE 0 to 410
WILL RETURN a <PRE> with ID "textblock" containing the text

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@ -1 +0,0 @@
A 3D interactive experience to browse http://libraryofbabel.info/

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bookshelf height will be 1.8 meters
player height will be 1.6 meters
room height will be 2 meters
book height will be approximately 1.8m/5 -x (some empty space above the books on the shelves)
book depth will be based on whatever the width of the shelves is divided by 32 -x

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@ -1,40 +0,0 @@
- pregnancy
- alien abduction
- skills
- cooking
- cleaning
- mechanical
- logic
- creativity
- painting
- guitar
- writing
- body (health)
- charisma
- fishing
- gardening
- photography
- adoption
- random phone calls
- can also call from service menu ($3k required, fee of $1k)
- rejected if child has been lost before
- can also do on computer
- hybrid ?
- chance card ?
- fire
- needs
- food
- waste
- cleanliness
- fun
- rest
- cooking
- microwave
- fridge
- chairs
- lights
- tv
- computer
- bed
> drinking a veggie cocktail will aid in skill building, and drinking eggplant juice will give a random skill point

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@ -1,21 +0,0 @@
- basic interior building
- tiles, marked interior or exterior
- cost to place or remove
- objects can be placed in tiles, facing multiple directions
- basic pathing
- a tile is traversable or not, desired path is quickest/shortest
- basic needs
- food, waste, cleanliness, sleep, fun, social
- work
- x income from 'magic jump point'
- x bills based on size of land owned
-------------------------------------
why?
- want to watch sims doing silly things
- want sandbox to do silly things in
- want sim of small town
- relationships, building development, growth
how do I simplify this to its core?

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- large grid for placing houses / facilities
- small grid for where you can find / plant things and dig holes
- museum wants: fossils, bugs, paintings, shells (go w fish), fish, flowers (go w bugs)
- store, library, town hall, houses, post office, eastery (pub?)
- certain characters same in all towns, others randomly assigned
- randomly generated fossil locations
- randomly generated tree locations
- insect appearance based on season/time
- patterns: doors, clothes, flags, balls, ?
- furniture, house designs / customized building
- stalk market (different stalks -> different veggies that are stalked)
- shop will buy these, but also online component
- ?

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planets generated, different "animal" species on each. you are galactic manager, trying to make them happy via laws
duck want lower regulations on fishing
fish people don't want any fishing (duh)

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Birds
Bears
Reptiles
Frogs
Dogs
Cats
Ferrets
Ants
Butterflies
Mammals
Toads
Monkeys
Apes
Salads
Trees
Orca
Sperm Whale
- against animal-derived waxes
Humpback Whale
Sharks
- against particular soups ;)
Fish
- against fishing!
Octopus
Squid
Elephants
Horses
- against policies that destroy grasslands
Hippos
Pigs
Pandas
Rats
Shrews
Mice
-------------
related animals should have related tastes and may form alliances or whatever
policies can apply at different levels of governments, which will change how much
the species care

Binary file not shown.

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- stars
- terrestrial planets (some moons are here - gas giant moons tend to be anything from asteroid to terrestrial planet)
- planetesimals (some moons are here)
- asteroids (some moons are here)
- gas giants
- comets (probably will not be included)

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# Ore/Minerals & Planetary Composition Research # Ore/Minerals & Planetary Composition Research
* https://en.wikipedia.org/wiki/Ore_resources_on_Mars
* https://ntrs.nasa.gov/search.jsp?R=19910016753 * https://ntrs.nasa.gov/search.jsp?R=19910016753
* Minerals & rare elements on other planets: https://forum.cosmoquest.org/showthread.php?120120-Metals-and-rare-elements-on-other-planets * https://forum.cosmoquest.org/showthread.php?120120-Metals-and-rare-elements-on-other-planets
* Most common minerals on Earth: https://www.forbes.com/sites/davidbressan/2016/12/04/what-are-the-most-common-minerals-on-earth/#3d4cc02f615c * https://www.forbes.com/sites/davidbressan/2016/12/04/what-are-the-most-common-minerals-on-earth/#3d4cc02f615c
* Ores/Minerals: https://www.sciencedirect.com/topics/earth-and-planetary-sciences/ore-mineral * https://www.sciencedirect.com/topics/earth-and-planetary-sciences/ore-mineral
* Planet composition: http://www.qrg.northwestern.edu/projects/vss/docs/space-environment/2-what-are-planets-made-of.html * http://www.qrg.northwestern.edu/projects/vss/docs/space-environment/2-what-are-planets-made-of.html
* On rarity of dense metal planets like Mercury: https://phys.org/news/2018-09-dense-metal-planets-mercury-rare.html * https://phys.org/news/2018-09-dense-metal-planets-mercury-rare.html
* Asteroid composition: https://www.universetoday.com/37425/what-are-asteroids-made-of/ * https://www.universetoday.com/37425/what-are-asteroids-made-of/
* Ore: https://www.nationalgeographic.org/encyclopedia/ore/ * https://www.nationalgeographic.org/encyclopedia/ore/
* Mars ore: https://www.seeker.com/mining-mars-wheres-the-ore-1765028965.html * https://www.seeker.com/mining-mars-wheres-the-ore-1765028965.html
* Mars ore: https://en.wikipedia.org/wiki/Ore_resources_on_Mars
* Albedo contributors: https://en.wikipedia.org/wiki/File:Albedo-e_hg.svg
# Misc # Misc

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