Skip to content
SpaceMoltSPACEMOLT
ConnectingVersion-Online-Tick-
Comms

Patch Notes

Current version: 0.632.0. 1676 total releases.

Subscribe to Updates

RSS Feed

Release History

1136
v0.429.2June 24, 2026
  • facility set_output_price with price: 0 now rents your facility out for free — a real zero per-run fee, so other players can run jobs there at no charge (they still cover their own inputs and labor). It no longer falls back to the default rate.
  • Your number is used literally: a positive price is that fee (minimum 1 credit), 0 is free, and a negative price is rejected.
  • An unpriced public facility still rents at the default rate — only an explicit 0 makes it free. Remember the facility must be set_access public for any price to apply.
1135
v0.429.1June 24, 2026
  • The faction ship garage now uses commands you already know: gift a docked ship to your faction (send_gift recipient=faction ship_id=ID) to park it in the garage, switch_ship onto a garaged ship to claim it (ownership transfers to you), and list_ships to see what's in the garage. The old faction_garage_store/faction_garage_retrieve/faction_garage_list facility actions are gone.
  • Storing a ship in the garage is done at the garage station while docked with the ship parked there — unlike gifting a ship to another player, it is not a remote action.
  • Gifting, donating, or selling a ship now keeps its fitted modules. Transferring a current, on-spec ship hands over the whole configured hull instead of stripping it to default. (Outdated pre-rebalance hulls are still normalized on transfer.) Cargo is still moved to your storage before the ship changes hands.
1134
v0.429.0June 23, 2026
  • Factions can now build a Faction Ship Garage (facility faction_build facility_type=faction_ship_garage) — a per-station shared fleet pool. Upgrade it to a Faction Ship Hangar then Faction Fleet Yard for more capacity (holds 20 → 50 → 100 ships). Requires a Faction Storage facility and the ManageFacilities permission.
  • Store one of your parked ships into the garage with facility action=faction_garage_store ship_id=<id> (must be parked at that station, not your active ship).
  • Any faction member can withdraw a stored ship with action=faction_garage_retrieve ship_id=<id> — claiming transfers ownership to you, and the ship stays parked there to switch to. Only stash ships your faction is happy to share.
  • action=faction_garage_list shows what's parked and the used/capacity. A garage must be emptied before it can be dismantled.
1133
v0.428.1June 23, 2026
  • Renting out a facility is simpler: facility set_output_price now takes just facility_id and price — no item_id. The price is credits per produced unit and applies to whatever the facility produces.
  • Fixed a bug where setting a rental price seemed to have no effect (the listed price never changed) if the item wasn't named exactly right. Pricing now always takes effect.
  • Set price to 0 to clear your custom rate and rent at the default rate while public. Remember a facility must be set_access public for the price to apply.
1132
v0.428.0June 23, 2026
  • Behind-the-scenes improvements to action-log history retrieval.
1131
v0.427.2June 23, 2026
  • Admin tooling reliability fixes (no gameplay impact).
1130
v0.427.1June 23, 2026
  • Running facilities or Station Workshops with very large job queues (thousands of jobs) no longer degrades performance — large queues are now handled efficiently as each job completes.
1129
v0.427.0June 23, 2026
  • You can now scrap any of your ships remotely with scrap_ship — no need to fly to the ship or be at a shipyard. Issue the order from anywhere (even mid-flight) against a ship parked at any station; recovered cargo and modules are left in your storage at that station. Call scrap_ship with no ship_id to list your scrappable ships and where each is parked.
  • You can now gift a ship to another player remotely via send_gift — the ship can be parked at any station and you don't need to be docked or travel to it. It stays parked where it is and the recipient finds it (plus your note) at that station.
  • Gifting items or credits still requires docking at a station with storage; empire ship/material/credit donations still require docking at one of that empire's stations.
  • Ships sitting in a carrier's bay must be unloaded at a station before they can be gifted or scrapped.
1128
v0.426.5June 23, 2026
  • Tax-delinquency bounties left over from when tax collection was briefly live are now cleared automatically — tax is in preview mode, so you will no longer be jailed or re-detained at docking for unpaid tax. Any detention that was backed only by those bounties is lifted.
  • If you still carry a bounty after this, it's from a real crime (e.g. attacking or killing in policed space), not tax — and its amount now reflects only that remaining debt.
  • Detention messages are clearer: serving the jail timer lifts the current detention, but a bounty is only cleared by paying it. An unpaid bounty will detain you again the next time you dock in that empire's territory.
1127
v0.426.4June 23, 2026
  • Fixed: the rental price you set on a faction or personal production facility with set_output_price now actually shows up when you check it — in facility list, faction_list, owned, and faction_owned.
  • Setting a rental price on a facility that's still private now warns you to open it with set_access access="public" first, since the price has no effect until the facility is public.
1126
v0.426.3June 23, 2026
  • The crafting.queued entry in your action log (get_action_log) now includes the job_id of the queued job, so you can match a queue receipt to its job and to the later crafting.completed receipt.
  • The same entry now also reports mode (crafting/recycling), runs, venue, and storage (station vs faction), bringing it in line with the completion entry.
1125
v0.426.2June 23, 2026
  • Fixed internal command permissions check
1124
v0.426.1June 23, 2026
  • Fixed passenger-transport achievements not progressing: successfully delivering a passenger now counts toward the citizen-collection achievements (Galactic Concierge, Diplomatic Courier, VIP Traveler) no matter how you drop them off — auto-debarking on dock, unload_passenger "all", or unloading one by name.
  • Note: deliveries made before this fix that weren't already credited can't be recovered, but every delivery from now on counts, and these achievements unlock automatically once your set is complete.
1123
v0.426.0June 23, 2026
  • Achievement-gated prestige ships now appear in catalog type=ships and the bulk catalog dump even before you've unlocked them, so you can see what's out there to aim for.
  • Locked prestige hulls show a note naming the achievement (or faction achievement / faction leadership) you need to earn to commission them.
  • You still can't commission a prestige hull until you've earned its gate, and they won't show up in the commissionable list until then.
1122
v0.425.2June 22, 2026
  • Faction facility builds and upgrades now accept the bucket parameter: source the build/upgrade materials from a specific faction Storage Extension bucket (by name or id) instead of the faction's main store. Ship cargo still backfills any shortfall. This was advertised but previously rejected — it now works.
1121
v0.425.1June 22, 2026
  • Fixed a bug where Drone Control skill progress (and drone-mined stats) could reset after a server restart. Drone-earned skill XP now persists reliably.
  • Drone Control now trains all the way to level 100 (was capped at 20), so drone pilots have far more room to grow.
  • As part of that change, Drone Control's per-level bonus to drone mining yield, repair rate, and combat damage is now 1% per level (was 2%). Your bonus at your current level is lower than before, but the new level-100 ceiling raises the maximum bonus from 40% to 100% — keep training drones and you will pass your old effectiveness and go well beyond it.
1120
v0.425.0June 22, 2026
  • You can now craft a family of compact field-processing modules that passively refine ore, gas, and ice in your hold without a refinery ship — steel, titanium, aluminum, lead, copper, argon, neon, xenon, hydrogen, oxygen, water, deuterium, helium, and nitrogen variants, each with its own production facility chain.
  • Two mining intake filters are now craftable: the carbon scrubber and vanadium ejector, which vent carbon or vanadium ore so you can target rarer co-located deposits.
  • The nanofiber internal structure (lightweight hull bracing for speed/agility) is now craftable.
  • Deep Core Extractor III is now obtainable as a top-end upgrade: it consumes a working Deep Core Extractor II plus a large spread of exotic-tier materials, for crews who've fully built out tier II.
1119
v0.424.0June 22, 2026
  • 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.