I know the mining platform is an idea that has been discussed previously, but I figured a thread dedicated to implementation of this feature would be unique. (Side note: who wants to open a forum subsection for discussing programmatic implementation of features?) A bit of background: I have been coding since I was 14 (and programming professionally since I was 17) and work on large projects (mostly in ecommerce, but most recently in statistical analysis). Figuring out programmatic issues and planning implementation strategies interests me, so I want to start a relevant discussion. So, here is my idea for implementing asteroid belts: asteroid belts are regions of space subdivided into equally spaced sections. Each section has a limited amount of metal, and the mining platforms reclaim it similarly to forests. The server keeps track of only the remaining/available metal in each section of the belt; the client renders the asteroid dust belt procedurally. Similar to forests, there is no numeric UI indication of the reclaimable metal in each section, making mining operations a bit of a gamble, but the amount of asteroid dust/fragments left in each section provide a general, visual indication. In this way, a lot of the code for forests can be reused, but remove the pathing code. Tl;dr: think "asteroid dust belt between Mars and Jupiter" rather than "Oort cloud" or "Kuiper belt". Perhaps, in later builds, the dev team can add a chance of damaging orbital units as they transfer across this belt. The chance and severity of damage would have to decrease proportionally to the asteroid dust remaining in a section (overall effect would be logarithmic), and an amount of dust is removed from the section proportional to the metal damage done every time an orbital unit takes damage. I do not know the structure of the code for forest-unit interaction, so I have no idea how much time it would take to implement this. What do y'all think about this?