
Elevation data is no longer bundled into the build: it is downloaded on the fly from a web server, tile by tile.
On the server side, each planet now lives in its own reference frame: collisions are only computed around characters, and the old large-distance issues are gone. The high-speed train case still needs testing (more of a physics matter than a loading one).
Corundum is 2× heavier than granite (~4 t/m³), and with gold inside the numbers climb very high → we end up with tiny pebbles (a dozen at most in the truck).
➡️ Chosen approach: divide all densities by a global factor to keep the proportions between materials while making transport playable. The factor still needs testing. The volume limit (1 m) prevents styrofoam-like rocks on low-gravity bodies.
Mining → drop-off/crusher at the village → sellable crates at the NPC → transport to the city (refinery) → final crate.
Symbolic for the MVP: a simple credit counter in the HUD, no history, no balancing. The player service (identity, wallet) is in progress on Tiger's side.