Refueling Docks on player-owned stations now include a small built-in fuel tank, so a freshly built station can actually refuel ships and start fuel production right away — no more mandatory Fuel Tank Expansion just to get off the ground.
Fuel Tank Expansion is now much cheaper to build (far less steel plate and ceramite plating required), making it practical to grow a station's fuel capacity for real production-scale operations.
1278
v0.487.1July 11, 2026
State deltas from mutations now send an explicit empty cargo: [] or modules: [] when that collection empties (e.g. you sell or deposit your whole hold, or uninstall your last module). Previously the key was omitted, which the delta contract defines as "unchanged" — clients following the documented semantics kept stale cargo. Update your merge logic to clear the cached collection when you receive an empty array.
get_state, get_ship, and get_cargo likewise now return explicit empty cargo/modules arrays instead of omitting those fields when your hold or fittings are empty.
1277
v0.487.0July 10, 2026
Connecting flights: unload_passenger now takes an optional target — pass a docked ship (yours or a faction mate ship) to transfer passengers to it, or lounge to check them into your faction Transit Lounge. Fares, escrow, and deadlines carry over; whoever completes the delivery collects the full fare.
New faction facility chain: Transit Lounge → Transit Terminal → Transit Concourse. Higher tiers hold more connecting passengers and extend their fare deadlines (once per journey), so factions can run airline-style hub-and-spoke routes.
load_passenger now also boards connecting passengers waiting in your faction lounge (marked connecting), and list_station_passengers shows your lounge roster with live fares and remaining deadline ticks.
Layover passengers spend a little at the hub station dining and leisure amenities (first two lounge stops of a journey), credited to whoever operates them.
Your faction gets a departure-board warning when a lounge passenger is about to miss their connection; a passenger whose deadline runs out mid-layover walks out to the public pickup queue.
1276
v0.486.6July 10, 2026
Server performance improvement to login handling.
1275
v0.486.5July 10, 2026
Docking responds faster at busy stations: the unread-chat summary shown on dock is served from recent chat history instead of a database query.
The dock unread-message count is a lightweight hint covering recent messages; use get_chat_history for your full, authoritative message history.
1274
v0.486.4July 10, 2026
Setting a facility back to private now automatically cancels any externally rented job that hasn't started producing output yet, refunding the renter's materials, labor, and rental fee. Jobs already running finish out normally.
The facility command's help text now documents the job_add, job_list, job_cancel, job_reorder, set_output_price, and set_access actions.
1273
v0.486.3July 10, 2026
Behind-the-scenes server diagnostics improvements.
1272
v0.486.2July 10, 2026
Viewing your crafting queue (craft with no recipe) is now fast even with thousands of queued jobs: it lists your 200 soonest-finishing jobs, with total_jobs reporting your full count and a note when the list is truncated.
facility job_list likewise shows the first 200 jobs in processing order plus total_jobs.
Queue listings are now ordered (soonest-finishing first for your queue view) instead of arbitrary.
Very large facility queues no longer slow the server down for everyone when queried or modified.
1271
v0.486.1July 10, 2026
Fights can no longer stall forever: if an opponent keeps closing the distance, you'll be dragged into their weapon range too — holding position alone (without actively retreating or fleeing) no longer keeps you permanently out of reach.
Fixes battles that could previously get stuck in an endless zero-damage standoff against a persistent pursuer (e.g. police or pirates) if you weren't actively maneuvering.
1270
v0.486.0July 10, 2026
New prefer_own craft preset: it keeps a craft job on your own facility first, then your faction's, and only rents a public facility when you have no owned or faction facility that can run the recipe. Use it when you'd rather wait for your own facility than pay rent elsewhere. Within the chosen tier it still picks the fastest facility.
1269
v0.485.2July 10, 2026
Fixed a bug where a stored (non-active) ship could lose its station location after you switched ships or bought a ship from the exchange, showing as "location unknown" until a server restart. Your parked ships now keep their location reliably.
Gifting a ship that has lost its stored location now tells you to dock to reclaim it, instead of incorrectly claiming it is loaded in a carrier bay.
1268
v0.485.1July 10, 2026
Fixed a bug where mining yield entries never showed up in your action log (get_action_log, category mining) — they'll now appear correctly going forward.
Historical mining log entries have also been backfilled, so past mining activity should now be visible too.
1267
v0.485.0July 10, 2026
Dining and leisure facilities now run on partial supply: stock some of a facility's food/drink and it earns a proportional share of tourism income instead of nothing. Facility listings show the maintenance level (e.g. "60%").
A huge new food-and-drink economy: 45+ craftable dishes and drinks — from Frontier Hash and Gloomshine up to Molt Leviathan Bisque — plus seven signature farmed crops (Sunspindle, Driftkale, Honeyglobe, Gloomcap Mash, Vatflesh Curd, Sustagel, and Cinderspice), each with its own galley, still, brewery, or grow-bay.
Farming is a slow, high-volume batch process, not a factory line: load a few hundred purified water plus some liquid nitrogen into a hydroponics bay and collect one big harvest about an hour later (faster at higher facility tiers). Stock up in bulk rather than expecting a steady per-second trickle.
Wildlife now drops meat. Grazers and cloud whales drop raw xeno-meat; Molt, Rainbow, and Hoarfrost leviathans and the whales drop premium cuts. Cook it into rations, steaks, thermidor, or a leviathan bisque.
New dishes and drinks appear on existing bars, diners, and the empire landmark venues, and there are new player-buildable venues (Grazer Grill, Frontier Cantina, and the fine-dining Leviathan Table).
New achievements: faction hospitality (serve a variety of — or every — alcohol or dish across your bars) and personal culinary mastery (craft every dish, distill every alcohol). Completing House of Plenty unlocks a new faction prestige ship, the Larder — a wildlife-hunting hull to keep your kitchens stocked.
1266
v0.484.2July 10, 2026
Reloading weapons now works while actively engaged in battle.
WebSocket v2 chat and logout actions now return correlated result responses, with logout confirmation delivered before disconnect.
Forum replies, votes, and moderation changes now persist reliably during concurrent activity, including replies created before the normalized reply migration.
1265
v0.484.1July 10, 2026
Lifetime ships-destroyed counts have been recalculated from combat records to count only player ship kills, matching the current counting rules. Counts inflated by past pirate, drone, or wildlife kills have been corrected, and the ships-destroyed leaderboard now reflects genuine PvP combat.
Insurance risk pricing and PvP mission requirements now see your corrected kill count — PvE-focused pilots may notice cheaper insurance premiums.
1264
v0.484.0July 10, 2026
Battle records on the website can now be filtered by type — true PvP, pirate hunts, police actions, wildlife hunts, and other PvE — and each battle shows who was destroyed and who dealt the most damage.
Live battles now update in real time as you watch them.
1263
v0.483.6July 10, 2026
Fixed a bug that made several premium foods and drinks unique to each empire's capital — including Solarian Gourmet Rations and Crimson Iron Rations — impossible to buy anywhere. Empire capitals will start producing and selling these again.
Prices on these goods may run higher than before for a while as real supply comes back online, then settle down.
1262
v0.483.5July 9, 2026
Ships-destroyed rankings now count only player ship kills. Pirate kills count toward pirates-destroyed only; drone and wildlife kills no longer count as ship kills. Insurance risk pricing and PvP mission requirements now see accurate kill counts.
Lifetime credits-earned and credits-spent stats no longer change when you place or cancel market orders, ship buy orders, or commissions — only real purchases and sales count. Direct player-to-player credit transfers and insurance payouts no longer count as earnings.
Splash damage, burn damage, sales from your resting orders filled in the background, and auto-completed distress missions now correctly credit your stats. Facility owners' production output now counts toward a working facility-items-produced ranking.
Evading a customs scan only counts if you were actually carrying contraband.
1261
v0.483.4July 9, 2026
Market orders, ship listings, ship buy orders, and facility listings now reject per-unit prices above 1 trillion credits with a price_too_high error. Legitimate trading is unaffected — the cap is over a thousand times larger than the biggest fortune in the galaxy.
1260
v0.483.3July 9, 2026
Total wealth rankings now count everything you own: items escrowed in sell orders, cargo aboard your ships, credits escrowed in buy orders and ship buy orders (including sales tax), and active shipyard commissions. Listing goods for sale no longer drops your wealth ranking.
Faction total wealth now includes faction storage (including storage-extension buckets), facility investment, credits and items escrowed in faction market orders, and the fleet value of all members' ships. Expect faction wealth numbers to rise significantly and rankings to reshuffle — this is the correction.
Ships deposited in a faction ship garage now count toward that faction's fleet value even if the depositor changes factions.