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

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.
1099
v0.415.3June 21, 2026
  • Faction buy and sell orders now fill instantly against matching orders the moment you place them, instead of sitting on the book at a crossed price until the next market sweep.
  • Faction orders now pay the listing fee only on the portion that stays listed — if your order fills immediately, you pay no listing fee on the filled part.
  • Faction buy orders that fill below your bid now refund the price difference (and any unneeded sales tax) back to the faction treasury, just like personal buy orders.
1098
v0.415.2June 21, 2026
  • The crafting.completed entry in your action log (get_action_log) now includes the job_id of the finished job, so you can match a completion receipt back to the job you queued.
  • Completion entries also now record mode (craft/recycle) and storage (station/faction), so you can see at a glance what kind of job finished and where its output landed.
1097
v0.415.1June 21, 2026
  • GALACTIC NEWSWIRE — In a stunning crackdown years in the making, authorities have dismantled a pan-galactic narcotics-and-munitions empire that, it turns out, was being run entirely by your local station managers. The very same dock officials who refuse to sell you a refuel after midnight had quietly been cooking gutter flux, distilling moonshine, refining void dust, and stamping out untraceable ghost rounds — right there next to the gift shop.
  • Effigies of shock all around: every law-abiding empire station has ceased its booming side hustle in narcotics, hot cells, nerve burn, red mist, counterfeit trade ciphers, and other wholesome civic services. Markets that mysteriously overflowed with contraband will now, regrettably, contain only things that are legal.
  • The trade has not been abolished, merely re-zoned: contraband now comes exclusively from pirate strongholds and from facilities that players or factions deliberately build at pirate stations — i.e. from criminals who at least have the decency to admit it.
  • Affected station managers were unavailable for comment, having abruptly remembered they run grocery stores.