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Nerospace

Nerospace

by Dario-Maselli • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

NeroLink App — Beta Explore the Neroland ecosystem

📱 NeroLink App Beta — your Neroland world on your phone. Check energy, alerts and machines live, claim quest rewards and search your storage without logging in. Join the beta at nerolandmc.net →

🌌 Explore the Neroland ecosystem. See how Nerospace fits together with the rest of the Nero mods — every mod, wiki and changelog in one place. View the ecosystem at nerolandmc.net → · Nerospace on the website


Nerospace

Mine alien ore, power up your machines, build rockets — then terraform a dead world until it rains.

Nerospace is a complete, standalone space-progression mod. One ore in the overworld starts a chain that ends with you breeding alien livestock on a moon you personally made breathable: machines, an all-in-one pipe network, four rocket tiers, four destinations, player-founded space stations, oxygen survival with hazard suits, and a staged terraforming endgame — all guided in-game by the Star Guide.


The journey

  1. Nerosium. A new overworld ore. Smelt it, or double your yield with the powered Nerosium Grinder.
  2. Power & pipes. Build generators and the Universal Pipe — energy, fluids, gas, and items in one translucent tube, with per-face modes, filters, and visible travelling items.
  3. First launch. Craft a Tier 1 rocket, lay a 3×3 launch pad, and fly to the Orbital Station.
  4. New worlds. Tiered rockets take you further: green Greenxertz, volcanic Cindara, frozen Glacira — each with its own ores, creatures, and hazards.
  5. Survive. Every world out there is airless. Seal rooms, pipe oxygen from electrolysis generators, refill your Oxygen Suit at airlocks — and bring the Thermal or Cryo Suit where heat or cold quadruples your O₂ drain.
  6. Found stations. Rename a Station Charter in an anvil and found your own named orbital station, anchored by its Station Core and selectable as a rocket destination.
  7. Go heavy. Build the 5×5 Heavy Launch Complex with its boarding gantry, refine your own rocket fuel from coal and blaze powder, and launch the Tier 4 heavy rocket.
  8. Terraform. The endgame: an expanding terraformer matures dead ground through Rooted → Hydrated → Living stages — a glacite-fed water cycle, real weather, vibrant mature biomes, and three breedable livestock species that move in when the land can hold them.

The quirks you'll remember

  • 🐾 Eight bespoke creatures — glowing stalkers and crawlers native to each world, plus the Meadow Loper, Ember Strutter, and Woolly Drift, which only live on land you terraformed.
  • ⭐ The Star Guide — a pedestal + guidebook that opens a live, interactive progression tree (7 chapters, 31 steps, synced to a full advancement tree), with a hologram showing your next goal.
  • 🛰️ Stations are yours — found up to 64 named stations per world; the rocket UI lists them all.
  • 🔧 One pipe to rule them all — no four parallel cable networks; the Universal Pipe carries everything at once.
  • 🌧️ It actually rains on a fully matured planet.

Want to see everything at once? In a creative world, run /nerospace gallery — it builds a live showcase of every block, machine, creature, and pipe demo in the mod.

Compatibility & modpacks

  • Standalone — requires only NeoForge. No other mod needed.
  • Plays well with others: conventional c: tags on every material and NeoForge capabilities on every machine face, so hoppers, pipes, and recipe viewers Just Work as the 26.1 ecosystem fills in.
  • Modpacks are allowed and encouraged — any platform, no need to ask. Just use the official files and credit Nerospace by Neroland with links to the CurseForge page and the GitHub repository. Full terms: LICENSE.
  • Five clamped config multipliers (oxygen drain/capacity, energy rate, fuel cost, machine speed) make pack-tuning painless.

Links

Telemetry notice: Nerospace sends anonymous error reports (stack trace + mod/game versions only — never IPs, usernames, UUIDs, or world data) to the developers via Sentry (EU servers) so crashes can be fixed. On by default — opt out any time by setting telemetryEnabled = false in config/nerospace.properties. Full details: PRIVACY.md.


Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

How to Install Nerospace (Mod)

Nerospace by Dario-Maselli is verified for Fabric, Forge, Neoforge across Minecraft versions 26.1.2, 26.2, 26.3 (latest release: 1.6.0-forge-26.3, file size: 2.6 MB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (26.1.2, 26.2, 26.3) and platform (Fabric, Forge, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
  3. Move the downloaded Nerospace file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Forge
13d ago 1
26.2
Forge
13d ago 1
26.1.2
Forge
13d ago 1
26.3
Neoforge
13d ago 1
26.2
Neoforge
13d ago 1
26.1.2
Neoforge
13d ago 1
26.3
Fabric
13d ago 1
26.2
Fabric
13d ago 1
26.1.2
Fabric
13d ago 1
26.3
Forge
15d ago 1
26.2
Forge
15d ago 1
26.1.2
Forge
15d ago 1
26.3
Neoforge
15d ago 1
26.2
Neoforge
15d ago 1
26.1.2
Neoforge
15d ago 1
26.3
Fabric
15d ago 1
26.2
Fabric
15d ago 1
26.1.2
Fabric
15d ago 1
26.3
Forge
16d ago 1
26.2
Forge
16d ago 1
26.1.2
Forge
16d ago 1
26.3
Neoforge
16d ago 1
26.2
Neoforge
16d ago 1
26.1.2
Neoforge
16d ago 1
26.3
Fabric
16d ago 1
26.2
Fabric
16d ago 1
26.1.2
Fabric
16d ago 1
26.3
Forge
17d ago 1
26.2
Forge
17d ago 1
26.1.2
Forge
17d ago 1
26.3
Neoforge
17d ago 1
26.2
Neoforge
17d ago 1
26.1.2
Neoforge
17d ago 1
26.3
Fabric
17d ago 1
26.2
Fabric
17d ago 1
26.1.2
Fabric
17d ago 1
26.3
Forge
18d ago 1
26.2
Forge
18d ago 1
26.1.2
Forge
18d ago 1
26.3
Neoforge
18d ago 1
26.2
Neoforge
18d ago 1
26.1.2
Neoforge
18d ago 1
26.3
Fabric
18d ago 1
26.2
Fabric
18d ago 1
26.1.2
Fabric
18d ago 1
26.3
Forge
18d ago 1
26.2
Forge
18d ago 1
26.1.2
Forge
18d ago 1
26.3
Neoforge
18d ago 1
26.2
Neoforge
18d ago 1
26.1.2
Neoforge
18d ago 1
26.3
Fabric
18d ago 1
26.2
Fabric
18d ago 1
26.1.2
Fabric
18d ago 1
26.3
Forge
18d ago 1
26.2
Forge
18d ago 1
26.1.2
Forge
18d ago 1
26.3
Neoforge
18d ago 1
26.2
Neoforge
18d ago 1
26.1.2
Neoforge
18d ago 1
26.3
Fabric
18d ago 1
26.2
Fabric
18d ago 1
26.1.2
Fabric
18d ago 1
26.3
Forge
19d ago 1
26.2
Forge
19d ago 1
26.1.2
Forge
19d ago 1
26.3
Neoforge
19d ago 1
26.2
Neoforge
19d ago 1
26.1.2
Neoforge
19d ago 1
26.3
Fabric
19d ago 1
26.2
Fabric
19d ago 1
26.1.2
Fabric
19d ago 1
26.3
Forge
24d ago 1
26.2
Forge
24d ago 1
26.1.2
Forge
24d ago 1
26.3
Neoforge
24d ago 1
26.2
Neoforge
24d ago 1
26.1.2
Neoforge
24d ago 1
26.3
Fabric
24d ago 1
26.2
Fabric
24d ago 1
26.1.2
Fabric
24d ago 1
26.3
Forge
25d ago 1
26.2
Forge
25d ago 1
26.1.2
Forge
25d ago 1
26.3
Neoforge
25d ago 1
26.2
Neoforge
25d ago 1
26.1.2
Neoforge
25d ago 1
26.3
Fabric
25d ago 1
26.2
Fabric
25d ago 1
26.1.2
Fabric
25d ago 1
26.3
Forge
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Forge
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.3
Forge
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Forge
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.3
Forge
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Forge
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.3
Forge
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Forge
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.3
Forge
1mo ago 1
26.2
Forge
1mo ago 1
26.1.2
Forge
1mo ago 1
26.3
Neoforge
1mo ago 1
26.2
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
26.2
Forge
2mo ago 1
26.1.2
Forge
2mo ago 1
26.2
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
26.2
Fabric
2mo ago 1
26.1.2
Fabric
2mo ago 1
26.2
Forge
2mo ago 1
26.1.2
Forge
2mo ago 1
26.2
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
26.2
Fabric
2mo ago 1
26.1.2
Fabric
2mo ago 1
26.2
Forge
3mo ago 1
26.1.2
Forge
3mo ago 1
26.2
Neoforge
3mo ago 1
26.1.2
Neoforge
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.2
Fabric
3mo ago 1
26.2
Forge
3mo ago 1
26.1.2
Forge
3mo ago 1
26.2
Neoforge
3mo ago 1
26.1.2
Neoforge
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.2
Fabric
3mo ago 1
26.2
Forge
3mo ago 1
26.1.2
Forge
3mo ago 1
26.2
Neoforge
3mo ago 1
26.1.2
Neoforge
3mo ago 1
26.1.2
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Forge
4mo ago 1
26.1.2
Forge
4mo ago 1
26.2
Neoforge
4mo ago 1
26.1.2
Neoforge
4mo ago 1
26.1.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2 26.1.2
Fabric Forge Neoforge
4mo ago 1
26.2 26.1.2
Fabric Neoforge
4mo ago 1
26.2 26.1.2
Fabric Neoforge
5mo ago 1
26.1.2
Neoforge
5mo ago 1
26.1.2
Neoforge
5mo ago 1

### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Rockets rebuilt as detailed, animated hulls.** Every tier is a new model: a stepped nose cone,
plated hull with tier livery and numeral, an engine bell you can see into, raked tail fins, four
landing legs, a boarding hatch with a ladder, navigation beacons and a strobe. Each tier adds to the
last — Tier 2 gains twin strap-on boosters and a spinning radar dish, Tier 3 a main bell ringed by
four verniers, fold-out solar wings, a scanning dish boom and a panoramic canopy, Tier 4 a wide
five-engine core with four boosters, grid fins, heavy legs and the tallest nose.
  • The cockpit is real.** The window band is cut out of the hull and glazed from the inside with tinted
glass; behind it is a lit cabin liner with a console, screen, ceiling lamp and wall strips. The rider's
eyes sit exactly on the window band of their tier, so you look out through the glass in first person
and onlookers see the lit cockpit (and, while the hatch is open, straight in through the doorway).
  • Launch animations.** On the pad the hatch stands open while nobody is aboard, dishes turn or scan,
beacons blink and solar wings stand deployed; fuelled hulls vent a little vapour. On launch the hatch
seals, additive exhaust plumes bloom and flicker under every bell, the hull shudders, a pad cloud rolls
outward, wings and the dish boom fold in; during the climb the landing legs sweep up along the hull,
the bells gimbal, grid fins deploy and the boosters cut off and fall away past two-thirds of the ascent.
  • Rockets are now lit by the world (hull and glass) with only lamps, beacons and exhaust full-bright, so
they no longer glow at night. Visual scales are now 1.5 / 1.8 / 2.1 / 2.4 (cargo 1.9); the hull is
culled on its visual envelope, so a tall rocket no longer vanishes when its small hitbox leaves view.

### Internal

  • Rocket geometry, Blockbench files and texture sheets are generated from one spec,
tools/rocket_models.py (also run by genAssets); the hand-mirrored 128×128 painter and the
RocketT2Model/RocketT3Model/RocketT4Model classes are gone, and model_sync.py no longer
tracks the rockets. Client runtime checks: docs/RUNTIME-VERIFICATION.md → "Rocket visuals".



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.



### Changed

  • Internal: saved-data crash recovery now comes from Neroland Core.** Nerospace's own copy of the
corrupt-save guard was removed and all of its saved data (meteor events, planet visits, launch pads,
stations, oxygen fields and contributions, terraformers and terraform overlays) now uses the shared
guard that ships in Neroland Core 1.15.0, as cargo routes already did. Existing last-known-good
backup files keep the same names and are still used. The shared guard also catches save files that
load silently empty or half-read, restoring the backup instead of overwriting it. Nothing changes
in gameplay.


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