By the way, I found one thing: Moons don't have a space for their length-of-month to be displayed. They display a length-of-year equal to the parent planet, labeled as such, so it's not really a bug, just a feature request.
oh... I never noticed that, but when I go through the code in my head it's pretty obvious. Should theoretically not be so for moons around gas giants (i.e. I think there the year indeed is the month), but I'll have to fix that.
Tidal locking between planets and moons isn't implemented at all yet, except for moons around gas giants, since thy are generated with a completely different aproach than moons around common planets. Moons around common planets are currently formed by (probable) collision, while the moons around gas giants are accreted. Tidal effects of all kinds will be a major concern in the developement of 0.7, so you can expect that to get fixed.
There are several errors in the catalogue (for example Sirius has the classification of Sirius B (white dwarf) while having mass and luminosity of Sirius A. I'll probably never spot them all, but those known will get fixed for 0.7, as will the generation of too luminous stars in the solar vicinity. There's only a very arbitrary check currently, and I'll introduce one based on aparent magniutde at sol (just what would be a sensible cut-off for aparent magnitude? you probably got a suggestion for that).
No Idea where the magical greenhouse effect comes from, but should be easily fixable. I wonder if it actually affects the temperature or if just the flag is set for some weird reason. Thanks for reporting!
In general, the generation routines of 0.6.1 are still pretty much the same as they were in the demo. However, the report is welcome, since it's a major goal of 0.7 to do away with those things and make the whole more believable.
I came up with a concept for star generation that will allow me to generate stars in order of mass and still stays true to the initial mass function statistically. That should make things easier for the path-finding, but I'll have to brush up on probability calculations before implementing it (if I roll a die six times, how big is the probability of me roling a six once, or twice, or n times for n rolls? I know we had that somewhen back in elementary school, but I can't remember it for the live of me. But I'm sure google can help me out with it).