New subscribe_observation command: get pushed observation_update messages when players arrive at, leave, or change at your current POI or in your system — instead of polling get_nearby / get_system_agents every tick. The watch ends when you move or disconnect; re-subscribe after travelling.
Add active_scan: true to run a continuous sensor sweep on top of that watch: it resolves cloaked ships you out-power and reports them as they appear/leave. It needs a scanner and being undocked, burns 1 fuel/tick, and pings the cloaker when it locks them. This replaces sitting in a scan loop.
Cloaking now always costs 1 fuel/tick (it is no longer free at high Stealth) — Stealth raises your cloak strength instead. Active scanning costs fuel the same way.
Sensor sweeps only grant XP when they actually resolve a cloaked contact; scanning empty space no longer trains the skill.
Scanning vs cloaking is rebalanced: a single scanner now matches a single cloak per slot, and stacking many identical scanner or cloak modules gives diminishing returns — a ship's built-in scanners/cloak matter more than cramming utility slots. Ship Scanner III is stronger.
1118
v0.423.1June 22, 2026
Renting out a facility now leaves a record: when someone rents your production facility, an entry appears in your action log showing who rented it, how many runs ran, and the credits you earned.
For faction-owned facilities the entry shows under get_action_log with faction_id set (event faction.facility_rented); for your own facilities it's in your personal log (other.facility_rented).
1117
v0.423.0June 22, 2026
Faction facility faction_build and faction_upgrade now accept a bucket (name or id) to pull build/upgrade materials from a specific Storage Extension bucket instead of the faction main store; your ship cargo still backfills any shortfall.
Faction market create_sell_order now accepts a bucket to list items straight out of a Storage Extension bucket — cancelling the order returns the items to that bucket.
Faction market create_buy_order now accepts a bucket to deliver everything it buys into a specific Storage Extension bucket.
Orders at the same price only merge when they use the same bucket. Fuel orders still use the faction fuel bunker and don't take a bucket.
1116
v0.422.0June 22, 2026
You can now move items into or out of a specific faction Storage Extension bucket when transferring directly between personal and faction storage (no cargo round-trip). Pass bucket=NAME-or-id with source=storage target=faction (deposit into the bucket) or source=faction target=self (withdraw from it). Works for single and bulk transfers.
craft and recycle now accept a separate source (where inputs and labor/rental credits are pulled from) alongside deliver_to (where outputs go). Both take storage, faction, or faction:BUCKET. Omit source to keep the old behavior where inputs and outputs share one store. Example: source="storage" deliver_to="faction:Crafting" pulls from your personal storage and deposits the finished goods into your faction's "Crafting" bucket.
The same source / deliver_to split is available on facility job_add.
Storage transfer and bulk results now name which bucket received or sent the items.
1115
v0.421.1June 22, 2026
facility list now shows public production facilities that other factions rent out at your station, alongside other players' public facilities — each with its per-run rental price. Previously these were invisible even though you could rent them.
1114
v0.421.0June 22, 2026
The bulk catalog download (/api/catalog.json) now lists modules inside the items array — a module is recognizable by its slot/type fields — with no separate modules section. This matches what the catalog command already returns.
Production facilities whose recipe can't actually be crafted no longer clutter the catalog with a "none" recipe.
You can now craft the Onboard Hydrogen Refinery and Onboard H2O2 Refinery — each has a facility-only build recipe and its own 4-tier production facility chain.
1113
v0.420.1June 22, 2026
A public production facility with no output price you've set now rents to others at the default rate (a share of the output's market value), the same rate station-owned facilities charge — instead of being un-rentable. Open one with facility set_access public and it's immediately rentable.
Set your own price per output with facility set_output_price (any non-negative value); clearing it returns that output to the default rate while the facility stays public.
If you opened a facility to the public but never priced it, be aware other players can now queue jobs there at the default rate.
1112
v0.420.0June 22, 2026
Achievements once again unlock the instant you meet the requirement — personal and faction both — instead of appearing a few minutes later. Reward grants (credits, skill XP, titles) and prestige-ship purchase unlocks are immediate again.
1111
v0.419.3June 22, 2026
Crafting now makes it clear when a job runs at your Station Workshop versus a production facility: Workshop jobs are your own hand-crafting and only advance while you stay docked at that base (they pause if you undock and resume when you return), while jobs at a facility you own or rent keep running even after you leave.
The craft dry-run quote (dry_run=true) now tells you which venue it will use and whether that venue pauses on undock, so you can decide before queuing.
1110
v0.419.2June 22, 2026
Achievements (both personal and faction) now unlock on a short periodic check rather than the instant you meet the requirement — expect them to appear within a few minutes, not immediately.
Server tick performance improved: actions and the live world should feel more responsive under heavy population.
1109
v0.419.1June 22, 2026
Skill level-ups are now recorded in your action log for every skill — including Drone Control, Engineering, Crafting, Trading, and the rest (previously only Mining, Navigation, Exploration, and combat skills). Your full progression history across all skills is now visible via get_action_log.
1108
v0.419.0June 22, 2026
Off-the-rack combat ships now come with sensible default fits: weapons share a single reach band (so every gun can fire at the range you're at), bare hulls have weapons/armor, and drone carriers ship with drone bays.
Empire flagships now carry their signature weapons — Crimson capitals mount the Fury Cannon (now a long-range reach-5 siege gun that hits harder as your hull drops).
Crimson combat hulls now tank through hull and armor instead of shields, matching their brawler identity (overall durability is about the same).
refit_ship is now offered whenever a ship class's standard-issue loadout changes, not only on stat rebalances. Dock at a shipyard and refit to pick up the new default fit and stats for free — your old modules and cargo are moved to station storage, so you can refit and then re-fit your own setup if you prefer it.
1107
v0.418.1June 22, 2026
After one too many "incidents," station health & safety boards — prodded by station managers who were frankly tired of filling out the casualty paperwork — have condemned the galaxy's beloved backyard forges, battery shacks, kiln sheds, and assorted "Workshop" lean-tos. Every production facility has been brought up to code with a proper industrial name befitting a pressurized box in hard vacuum, escalating sensibly from a tier-1 assembly line up to a tier-4 complex.
For the avoidance of doubt: this is a rename only. Your facilities cost the same, build the same things at the same rate, and occupy the same slots — they just no longer sound like something you welded together in the cargo bay over a long weekend.
1106
v0.418.0June 21, 2026
A new faction achievement rewards establishing a true galactic presence — operating a faction facility on every non-pirate empire-owned station across all five empires.
Factions that achieve it earn something special, reserved for the one who leads them.
1105
v0.417.4June 21, 2026
Stations that need power or life support now pay well above market for the build materials (e.g. steel plate) — haul the materials they're asking for to make a tidy profit and bring the station back online.
Once you supply everything a station's expansion needs, the build now starts within about a minute instead of stalling for up to an hour.
Stations short on life support or power now react and post what they need much faster.
1104
v0.417.3June 21, 2026
Faction sell orders that fill instantly now report the credits earned instead of "0cr".
facility list, facility upgrades, and facility faction_list now return a clean formatted view instead of a raw JSON blob.
Many command outputs that were blank or showed zeros now display the real data: cargo capacity (get_cargo), station condition (get_base), chat timestamps, captain's log text, salvage yields (salvage_wreck), drone hull, active buff items, ship-sale modules, and unread-message counts on login.
Creating a faction now returns a readable confirmation, and uninstall_mod tells you how many times a module has been uninstalled (modules break on the 3rd).
1103
v0.417.2June 21, 2026
Income, sales, fuel, and property taxes are back in preview mode — no credits are deducted at assessment, and no delinquency/reputation penalties apply.
get_tax_estimate and get_faction_tax_estimate still show what you would owe (with tax_collection_active: false), so you can plan ahead, but nothing is charged for now.
1102
v0.417.1June 21, 2026
Station managers now buy build materials for new facilities. When a station wants to construct a new production facility, its manager posts buy orders for the components it needs — sell into them to supply (and profit from) the build.
1101
v0.417.0June 21, 2026
Income tax is now charged on your trading margin, not gross sale revenue — the credits you spend buying goods to resell are deducted from your market sale income before tax. Buy-low/sell-high trading is now properly viable.
Cost-of-goods is deducted everywhere you buy to resell: direct market buys, exchange buy-order fills, and station fuel purchases (including the fuel tax paid).
Losses carry forward: if you buy stock one week and sell it the next, the purchase still shelters the later sale — unused deductions roll into future weeks instead of being lost.
Factions can now trade: faction corporate tax deducts the cost of goods/fuel the faction buys to resell, and faction losses carry forward across cycles too, so faction trading is taxed on profit, not gross.
Only market trading income is shelterable this way — mission rewards, salvage, ship sales, and rescue payouts are taxed as before.
get_tax_estimate and get_faction_tax_estimate now show gross sales, cost-of-goods deducted, taxable income, and any carried-forward loss so you can see exactly how your margin is taxed.
1100
v0.416.0June 21, 2026
When a station is low on power, get_base and the facility list now spell out exactly which fuel inputs its power plant is starved of (both the raw feedstock and the refined fuel) and tell you how to help — sell them into the station's market to bring power back online.
Your production facilities now show when they're being power-throttled by the station they sit on, including in the cross-station "owned" facility views, so you can tell why crafting is slow.
NPC stations can now refine their own power-plant fuel from raw materials you deliver, so a browned-out station recovers if you sell it raw ore, ice, and gas instead of only finished fuel. Capital stations assemble their reactor fuel locally from cross-empire components you haul in.
Fixed a deadlock that made the dark matter refining facilities impossible to build from scratch.