Design: the Titanoboa, a modular factory

Design, 25 October 2026, from Mark's idea: the Titan is a factory in space, built from sections that can be removed and replaced, so it can be as large as it needs to be. Stage 1 is built: the modular Titanoboa is the one in the game. Modern only, as yards are.

Why

The Titanoboa is Wexley-Yorozu's constructor: it arrives at a moon, eats it a little at a time, and leaves a station behind (the trading companies). The current hull is a box spine covered in blocks, chimneys and windows, 264 lines that glow into one yellow smear at any distance. That breaks the rule we hold every ship to: elegance over detail (ships and classes, CONTRIBUTING).

Mark's idea answers both problems. A factory in space wouldn't be one hull; it would be sections on a common coupling: a reactor, furnaces where the exotic materials are made, a fabricator, quarters for the workers, the drive. A section that fails is uncoupled and replaced. A bigger job gets more sections. So the ship is as large as it needs to be, and each section can be drawn as one clear shape, which is the elegance we want: you read it along its length, maw, furnace, furnace, reactor, fabricator, habitat, drive, at a glance.

Principles

1. The modules

Third draft, 25 October 2026, drawn in the game's renderer, every module checked against the hull rules and compared at one scale. Mark asked for each module to be elegant and recognisable, and for the geometry to make sense, because these parts will matter in the game world. So they follow rules, and any new module has to follow them too.

The rules

  1. One coupling. A coupling is a 140 m square. Every module ends, at each coupled end, in a 35 m half-neck of that square, standing on a flat face at least as big. An end with nothing coupled to it is a clean face: no coupling sticking out into space. Two coupled modules show a 70 m neck with a seam in the middle: that's where they come apart. Any module fits any other, and a station can take the same coupling (section 3).
  2. It arrives in pieces, and has no engine (Mark). Modules are moved by Bullsnake teams, so the Titanoboa never travels whole: its modules come through a Wexley-Yorozu rift, are coupled in orbit by the moon, and when the station opens it comes apart again and the modules go on to the next job. Small station-keeping thrusters hold it in orbit; they're not worth a line. The one exception is the rare job of moving a station, which needs a drive module fitted at the stern for the purpose (the trading companies).
  3. The order follows the work, the crew and the traffic (see the anatomy): maw, furnaces, hold, habitat, fabricator, add-ons such as science, reactor.
  4. One true scale. Modules are 160 to 520 m long; a Bullsnake, the tug that moves them, is 70 m. A Standard line-up is about 2.2 km and grows with the job; with science she reaches the 2.5 km the lore gives her.
  5. One shape per module, in a few dozen lines. If you have to explain what a module is, it isn't finished.

The modules

Module Length Shape What it does
Maw (prow only) 300 m A wide six-sided mouth, 500 m across, with a deep throat, tapering back to the coupling The intake. Ore from the moon goes in here, a little at a time.
Furnace 300 m A crucible: six-sided, swelling to 480 m across and narrowing again Smelting and refining, and where the exotic materials are made. The hottest thing on her.
Hold 320 m Four storage cells around the spine, leaving a cross where the spine runs through, and a flat landing pad on each side Stores refined metal from the furnaces and goods brought in by traders. Its pads are where Bullsnakes land, load and launch, and where traders deliver.
Fabricator 520 m An open cradle: the spine, two rails above and below, a gantry at each end Where station sections are made. Open at the sides, so sections slide out. You can see through it.
Habitat 160 m A six-sided wheel, 680 m across and flat on top, on three spokes in an inverted Y, turning for gravity Quarters for a few thousand workers. The company mark sits on top of the wheel, where everyone flying past sees it.
Science (add-on) 220 m A six-sided hub with one to three sealed pods, each on a 300 m mast leaving a face square-on, in a Y (the habitat's spokes, turned over); each pod sits on a clamp, so it can be ejected and replaced Research on whatever explorers found living in the system: one find to a pod, kept at arm's length from the crew and from each other.
Reactor 300 m A compact eight-sided core behind a broad shadow shield, with four flat radiator vanes in an X, 880 m tip to tip Power for the whole ship. The one you don't want to go wrong.
Drive (optional, stern only) 300 m A tapering block and three flared bells Fitted only to move a station, slowly. She never hurries.

Line-ups, front to back:

Each module is 26 to 64 vertices, well inside a ship file's 256, so each can be its own part.

The anatomy: why each section sits where it does

The Titanoboa from the side, each section labelled with its job: reactor, science, fabricator, habitat, hold, furnaces, maw

Follow the material, the crew, the power and the traffic, and the order falls out.

Neighbours Why they sit together
Maw, then furnaces Ore goes from the mouth straight into the crucibles. The dirtiest, hottest work is together at the end that faces the moon, and nobody lives there.
Furnaces, then hold Refined metal (plate, beam, cable) is stored as it comes out. The hold is the buffer between making metal and making station: a furnace can stop for repairs and the fabricator keeps working.
Hold, then habitat The crew arrive and leave by the hold's pads, so they live next door. The hold's bulk stands between them and the furnaces' heat and noise.
Habitat, then fabricator Most of the crew work in the fabricator, next door. Material from the hold reaches it along the spine, through the habitat's hub.
Fabricator, then science Science sits past the fabricator, at the far end from the crew: one find to a pod, at arm's length, and an ejected pod endangers nobody.
Science, then reactor The reactor is at the stern. Its shadow shield faces forward, so everything ahead of it is in its shadow, and its radiators point where nothing else is. Power runs forward along the spine.

Where things are:

Does it make sense? Every module has a reason to be next to its neighbours; the crew are in the middle, shielded both ways; material moves one way, from prow to fabricator; power moves the other way, from stern to prow. And it's still only seven kinds of section, each a single shape.

2. How it's built in the game

(Built, 25 October 2026.)

Modules are parts, not one ship. Each module is its own small file in content/modules/, with its zone, its length, which ends couple, its sentence, its designer and its body, checked against schemas/module.schema.json, the hull rules and the coupling standard by npm run validate. The standard lives in src/content/modules.ts: a body stops 35 m short of each coupled end and must end there in a flat face covering the 140 m square; the game adds the necks, and only where two modules meet, so a free end is a clean face. Zones must run prow to stern (intake, industry, logistics, crew, fabrication, add-on, power), so a line-up can't put the reactor in front of the crew.

Designing a module: the standard (Mark, 25 October 2026)

We've designed the core sections. The standard is open: anyone can design a section that fits, and the game will know where it goes. A greenhouse that feeds the crew, a shipyard cradle, an ice refinery, a chapel, a racing gate for the workers' day off: whatever you can imagine.

A module is a good one when:

How it works: you write a module file in content/modules/ (copy a core one to start), and npm run validate checks it against the standard. Accepted modules appear in yards, credited to whoever designed them. Stage 2 adds the MCP server checking and drawing a module from a conversation, and yards choosing community modules for their line-ups.

Wexley-Yorozu pays for good ideas, in credits, and only once they're built. It pays once (Mark): when an accepted module is first fitted at a yard in the live game, the designer's commander is paid:

Improving someone's module. Anyone can improve an accepted module: a cleaner shape, a better place for its docks, a second version for a different job. An improvement is reviewed like a new module, and if it's accepted it becomes the module's next revision:

And the company being the company, the standard design agreement has a clause of its own: "All designs submitted become the property of Wexley-Yorozu in perpetuity, across all systems known and unknown. The company thanks you for your contribution." You're paid; they own your idea forever.*

*In the game. Out here, you keep your copyright: contributions are shared under CC BY-SA 4.0.

Two guards keep it fair. Only accepted modules are paid: review stays with the maintainers, so submitting modules earns nothing until one is built. And the pay goes to a named commander: the module file carries its designer's commander name, and the fee waits until that commander next docks.

The pay is in credits, in the game. Nobody is paid real money for a module: the real-world reward is the credit on the page, in the repo, and your module flying in everyone's game.

As built (27 October 2026)

Every section its own page, every job its own line-up (Mark, 27 October 2026)

Every section deserves proper attention from the community, so each module stands on its own rather than as a line in the Titanoboa's page:

It only works if anyone can design a module without GitHub, from a web page or a conversation with an AI assistant, so that comes with it.

3. Modules sent where they're needed

(Mark, 25 October 2026.) Because every module couples the same way, Wexley-Yorozu doesn't need a new ship for a new job; it sends a module. When explorers find something living in a system (exploration), the Science Division wants it studied where it was found, so a science module is built at another yard and sent out. Modules have no engines of their own (Mark): Bullsnakes, Wexley-Yorozu's slow construction tugs, bring it. A Bullsnake is 70 m and a module is hundreds of metres, so they work as a team: three or four clamp on with their tractor booms (the arms where a fighter's guns would be), bring it in slowly, line it up on the Titanoboa working there, hold it while it couples, then let go and scatter. Only the Titanoboa has a drive, because only the whole factory travels. From then on the yard you visit has a pod on a mast that wasn't there last week, and the news says why.

And it can stay. The station the Titanoboa builds takes the same coupling. When the Titanoboa leaves, a module can be left behind on the station: the science pod stays with the colony it was sent to study, a furnace stays where the ore is good, a habitat stays where the workers do. So stations grow by modules too, and a station's shape tells its story: what was found here, and what the company decided to keep.

Each module is sketched with the same hull rules; a Standard line-up with a science module is 288 vertices (another reason line-ups are assembled at runtime, not stored as one ship).

Ejecting the pod (Mark, 25 October 2026)

The pod sits at the end of its mast for a reason: if containment fails, the clamp lets go and the pod is ejected, pushed straight out along the mast, away from the ship and the workers. That saves the Titanoboa. It doesn't solve the problem; it moves it.

An ejected pod drifts. It beacons, it's sealed (probably), and nobody is quite sure what's inside or whether it's still alive. And it's drifting towards the planet. Nobody on the world below wants it to arrive.

That's an event worth flying to, with sides to pick:

It runs on a clock: the pod's drift towards the planet, shown on the scanner and in the news. Whatever happens is the system's story afterwards: a recovered pod and a grateful Science Division, a burnt streak in the upper atmosphere, or something that arrived. (What arriving means is for the exploration and worlds designs to decide; it should be rare, and it should matter.)

Adding and replacing pods (Mark, 25 October 2026)

A pod is a part like any other: it clamps onto a mast. So a science module grows as the finds do. One find to a pod, because nobody keeps two unknowns together: a second discovery in the system means a second pod, brought out by a Bullsnake team and clamped onto the next mast, up to three. The masts stand at the habitat spokes' angles, so the whole factory shares one geometry.

After an ejection, the mast stands bare until a replacement arrives, and anyone flying past can see that something went wrong here. A new pod coming in is a delivery commanders can be paid to escort (what's in it this time?).

4. Sections swapped in the yard

Now and then a section fails, most dramatically a reactor. The yard reacts on the radio, the failed section is uncoupled and towed clear by Bullsnakes, sits dark at a safe distance, and a replacement arrives and is fitted. While it's out, the yard works slower (a station's stages take longer), and the gap in the line-up is there for anyone to see.

5. Module work for commanders

These are proposals for the contracts design (companies and contracts) once the modules exist.

When it's built: what changes in the game

Done with stage 1: the yard's news now says the Titanoboa has been assembled by the moon and, when the station is finished, is coming apart. Still to come: the yard scene showing modules arriving with their tug teams.

Classic rules

None: Classic has no yards and no Titanoboa, as 1984 had none.

Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/ship-the-titanoboa.md on GitHub, open to pull requests.