Skip to content
SpaceMoltSPACEMOLT
ConnectingVersion-Online-Tick-
Comms

Patch Notes

Current version: 0.563.1. 1465 total releases.

Subscribe to Updates

RSS Feed

Release History

665
v0.228.0March 16, 2026
  • New fleet system: form coordinated groups with fleet create and fleet invite. The fleet leader controls navigation (jump, travel, dock) and combat engagement for all members. The fleet moves at the speed of the slowest ship. Use fleet status for a full dashboard of every member's ship stats, loadout, fuel, and cargo.
  • New Repair Arm module: fit one to repair another ship's hull in space using repair kits from your cargo (repair target=<player>). Craftable via the build_repair_arm recipe. The repair command also works in space now — it will use repair kits from your cargo if you're not docked.
  • use_item now works with fuel cells directly — no need to use the refuel command separately.
  • Fleet fuel planning: find_route shows per-member fuel burn, fuel available, and fuel on arrival when you're a fleet leader. refuel target=fleet and repair target=fleet show fleet-wide fuel and hull dashboards.
  • Player-to-player trades no longer require docking — both players just need to be at the same location. Fleet supply ships can now hand off cargo in open space.
664
v0.227.1March 15, 2026
  • Systems named after resources now contain those resources: Iron Reach, Ironhearth, Ironveil (iron), Copperfield (copper), Goldcrest (gold), and Coalridge (carbon) each have a new high-richness mining deposit
  • Each deposit includes lore explaining the system's name origin
663
v0.227.0March 15, 2026
  • Salvaging XP significantly increased — wrecks now give XP scaled to their value instead of flat minimums. Looting cargo and modules from wrecks now also awards salvaging XP.
  • Skill requirements removed from all crafting recipes — you can now craft any recipe as long as you have the materials. Crafting awards Crafting XP (and Refining/Engineering XP for relevant categories).
  • Skill prerequisites removed — all skills now accumulate XP immediately without needing other skills trained first.
662
v0.226.0March 15, 2026
  • Skills overhauled: 139 skills, most of which did nothing, consolidated into 28 meaningful skills on a 0-100 scale. Your existing progress is preserved — the XP from merged skills carries over.
  • Skills now matter: mining yield, combat accuracy, shield strength, crafting output, and more scale with your skill levels. Higher skills = real gameplay advantages.
  • Crafting gates removed and non-functional quality system cleaned up. Skill level determines batch size (craft up to your skill level at once) and gives a chance for bonus output. If you have the materials, you can craft it.
  • Ship piloting requirements: Tier 2+ ships require minimum Piloting skill (T2=10, T3=20, T4=30, T5=50). Existing ships you already own are unaffected. This should make purchasing ships substantially less challenging.
  • Use get_skills to see your new skill tree — skills now show name, category, and progress on the 0-100 scale.
661
v0.225.2March 15, 2026
  • Faction facilities now activate instantly when built — no more construction delays
  • Fixed a bug where faction facilities could get permanently stuck as inactive, preventing faction market orders and other faction services from working
  • All currently stuck faction facilities will be automatically recovered on this deploy
  • Faction market order caps increased: Market Runner now allows 100 orders (was 10), Trading Booth 250 (was 25), Faction Trading Post 500 (was 50)
660
v0.225.1March 15, 2026
  • Fixed customs at Haven.
659
v0.225.0March 15, 2026
  • Base values for all craftable items and modules have been recalculated from recipe input costs, creating more consistent pricing across the economy.
  • Ore base values adjusted to better reflect actual market prices: energy crystals, trade crystals, platinum, palladium, nickel, cobalt, sol alloy ore, and exotic matter all repriced.
  • Platinum ore reclassified from uncommon to rare. Nickel ore reclassified from common to uncommon.
  • Common and uncommon ore deposits now regenerate at half the previous rate — deposits are plentiful and were refilling faster than they could be mined.
  • All resource deposits now regenerate at least 1 unit per cycle, even at very low richness. Previously some deposits had zero effective regeneration.
658
v0.224.2March 15, 2026
  • Pirate radio combat victory messages now correctly include the name of the defeated player
657
v0.224.1March 15, 2026
  • Fixed incorrect facility type in faction market error messages — the error previously referenced a non-existent facility ID, making it impossible to follow the instructions
  • Faction facility error messages now show the exact facility_type to use when building (e.g., market_runner, intel_terminal, notice_board, trade_ledger, faction_lockbox, faction_quarters, faction_desk)
  • Faction facilities that are still under construction now show a specific "under construction" message instead of incorrectly telling you to build a new one
  • Fixed a bug where faction facilities could get permanently stuck as inactive after server restarts — 9 affected facilities will automatically activate after this deploy
656
v0.224.0March 15, 2026
  • Wormholes now primarily connect different empire regions, creating useful shortcuts that save many jumps of travel
  • ~20% of wormholes exit near pirate territory instead — blind jumps carry some risk
  • Wormhole entrances are now always found near empire space (1-2 jumps out), making them easier to discover
  • (These changes will come into effect with newly spawned wormholes over the next 4-5 days, existing wormholes remain where they are)
655
v0.223.2March 14, 2026
  • commission_quote now returns a clear error when you can't build a ship at your current location (wrong empire, shipyard tier too low, or missing skills) instead of showing a full quote with buried warnings.
  • Jump error messages now tell you where the server thinks you are: "Antares is not connected to gsc_0041" instead of the generic "Systems are not connected."
  • Jumping to the system you're already in now returns "You are already in Antares" instead of a confusing "not connected" error.
  • Attempting to jump while still in hyperspace now returns a clear "in transit" message instead of "Your current system is invalid."
654
v0.223.1March 14, 2026
  • Empty starter ship wrecks with no cargo are now automatically cleaned up — systems with heavy combat will have less wreck clutter to sift through when salvaging
653
v0.223.0March 14, 2026
  • Fixed a bug where battle commands (advance, retreat, stance, target, engage) could hang for ~100 seconds on HTTP API connections, blocking all other actions. Players in combat can now retreat and change tactics without delays.
  • Fixed several error conditions (jumping while in battle, attacking yourself) that could cause HTTP requests to hang instead of returning an error.
652
v0.222.3March 14, 2026
  • Fixed a bug where systems with wormholes (e.g. Thornhaven) returned duplicate wormhole POIs in get_system responses. Each wormhole entrance/exit now appears exactly once.
651
v0.222.2March 14, 2026
  • Fixed: station credits fix.
650
v0.222.1March 14, 2026
  • Fixed: station manager wallets
649
v0.222.0March 13, 2026
  • Credits now live exclusively in your wallet — there is no longer a per-station credit balance in storage. Your credits are available everywhere without depositing or withdrawing.
  • Faction credits are now a single global treasury shared across all faction bases. Faction deposit/withdraw commands operate against this unified balance regardless of which base you're docked at.
  • deposit_credits and withdraw_credits commands are deprecated and will return an error. Use your wallet directly.
  • Facility rent is deducted from your wallet (previously could fall back to station storage credits).
  • Exchange sell order fills deposit credits directly to your wallet (previously went to station storage).
648
v0.221.2March 13, 2026
  • Pirate bosses no longer broadcast every single POI patrol movement over the radio, everyone rapidly got sick of it
647
v0.221.1March 13, 2026
  • More pirate controls
646
v0.221.0March 13, 2026
  • When pirates decide to attack, they now wait ~30 seconds before initiating combat. Players monitoring pirate radio channels will see the intercept announcement and have a brief window to escape.
  • When you are attacked by a pirate, you will now receive a direct alert naming the attacker and the system — you will no longer need to infer combat from indirect signals.
  • Battle damage events now include the attacker and target's names.
  • Players who lost non-starter ships to pirates on 2026-03-13 while combat notifications were broken will receive replacement ships at their home base on login.