craft now accepts package_ids: source a recipe's inputs directly from packages instead of loose storage. The listed packages must sit in your source location and their combined contents must equal the recipe inputs (times quantity) exactly — any shortage or overage is rejected before anything is consumed.
craft now accepts output_package_label: instead of depositing outputs loose, the job holds them and seals the whole order into one new package with that label in the destination when it finishes, consuming one cargo_container. Cancelling refunds your inputs and makes no package.
Both need an accessible Logistics facility at the station (your own, your faction's, a public rental, or a station-owned one). With output_package_label, the total output must fit a single package (size ≤ 100) — a few high-yield recipes exceed this and must be crafted without it.
Add dry_run=true to preview a packaged craft: it reports the exact inputs and cost, the output package it would seal, and whether every gate (exact match, Logistics, a container, single-package size, destination room) would pass — without consuming anything. Not available with bulk jobs.
1373
v0.536.1July 20, 2026
Fixed a rare error when packing a package at a Logistics facility (or cancelling a package job) where the action could fail — or a cancellation's refund not appear — even though the operation was valid. These package operations now complete reliably.
1372
v0.536.0July 20, 2026
New four-mission First Hunt tutorial chain teaches combat safely on wildlife before pirates: hunt belt-grazers, then slag-tortoises, sift-rays, and finally a pilot-whale, learning to handle passive, armored, fleeing, and high-hull targets.
Use get_nearby at an asteroid belt or gas cloud to find wildlife — herds gather where the ore/gas is still rich, so if a field has been mined thin, roam to a quieter system to find more.
The Pirate Bounty now unlocks once you have weapons level 1 (the First Hunt chain gets you there), so you head after pirates with some combat experience.
Pirate scouts now pick fights: if you're flying a small tier-1 ship, a lone scout will often engage you one-on-one instead of running and calling in a raider squad — a real, winnable fight. Fly something bigger and valuable and a scout will still scan you, flee, and send raiders, so don't loiter after being scanned unless a scout has already committed.
1371
v0.535.1July 20, 2026
Faction-posted delivery missions now correctly go to whoever completes them first — the delivered goods go into the faction's storage, and the contract can't be paid out more than once.
Mission rewards from an empire may occasionally pay less than the amount listed if that empire's treasury is running low — you'll always be paid what's actually funded, and the response tells you the real amount earned.
Facilities built or upgraded on a faction-owned station now correctly pay the station's citizens for the work instead of the fee disappearing.
1370
v0.535.0July 20, 2026
New buildable power plant: the Bunker-Fed Reactor. Same build cost and power output as the Fuel Cell Generator, but its upkeep draws directly from your station's fuel tank instead of requiring stocked fuel cells.
No fuel cells to craft or restock for this plant — just keep the station's fuel tank topped up alongside your ships' fuel needs.
The facility catalog now shows fuel upkeep costs alongside item upkeep costs for any facility that has them.
1369
v0.534.0July 20, 2026
Stations now post far more shipment contracts, across every carrier tier — there is steady freight work available instead of the occasional single listing.
Rewards on station freight now scale with how good the deal is: the station takes a small guaranteed cut and splits the rest with you. Low-reward runs are posted too, which are a cheap way for new carriers to build standing.
Once players are actively hauling freight, station-offered rewards track the going player market rate for the route.
1368
v0.533.0July 20, 2026
Entry-level freight is now available: new carriers can accept low-value shipment contracts to start building carrier standing toward the licensed tier.
Stations now post many more freight contracts, spread across all risk bands instead of clustering in the high-value ones — there's steady work at every experience level.
A probationary carrier's liability allowance is raised to 25,000 per package / 50,000 total, so the cheapest station supply runs are now within reach.
1367
v0.532.3July 20, 2026
Fixed package_ids on build/upgrade/faction_build/faction_upgrade being rejected as an unknown parameter — sourcing facility materials directly from packages now actually works as documented.
1366
v0.532.2July 20, 2026
Fixed a confusing error when unpacking a package from the wrong source (e.g. specifying storage when the package is in cargo) — it no longer claims you need a cargo container, since unpacking never requires one.
1365
v0.532.1July 20, 2026
Station markets no longer list sealed cargo packages for sale. Packages move through storage, hauling, and freight contracts — never the exchange.
Pirates who loot packaged cargo now break the crates open and fence the contents at their stations, instead of the sealed package circulating.
Fixed a bug where a package caught in a market listing during a server restart could be permanently destroyed.
1364
v0.532.0July 19, 2026
Dismantling a facility now packages each upgrade tier's materials separately instead of one merged pile, so you can rebuild in stages from the matching tier's packages.
Dismantling now costs one cargo_container per package produced (have enough in storage or it's rejected up front) instead of minting them for free.
build, upgrade, faction_build, and faction_upgrade now accept a package_ids list: source materials directly from existing packages instead of unpacking them into storage first. Each package must contain exactly what's needed of an item — no more — or the action fails before anything is touched; materials can still come from storage/cargo to fill any gap.
1363
v0.531.4July 19, 2026
Fixed a server startup hang that could occur when restarting while pirate raid data was saved — the cause of the extended outage on July 19.
1362
v0.531.3July 19, 2026
Fixed a rare bug where storage and faction-storage actions could fail with "Failed to save — items have not been moved. Please try again." during heavy simultaneous faction activity.
Gift and message delivery is now atomic — notifications can no longer be lost or duplicated when docking and viewing storage at the same moment.
The storage view's galaxy-wide summary now includes items held in Storage Extension buckets.
1361
v0.531.2July 19, 2026
Admin tool fixes.
1360
v0.531.1July 19, 2026
Fixed a bug where a ship with a tow rig fitted couldn't tow another owned ship of the same class scale — only strictly smaller ships worked before. Same-scale towing now works as intended; only a strictly larger ship is rejected.
1359
v0.531.0July 19, 2026
Ships with a tow rig module fitted can now tow one of their own smaller-scale ships home, not just wrecks. Use storage action=deposit item_id=SHIP_ID target=self to attach the tow (must be docked at the same station, and the towed ship's class must be smaller than your active ship's), and storage action=withdraw item_id=SHIP_ID to release it once docked.
Towing a ship applies the same speed penalty as towing a wreck, and you can only tow one thing at a time — a wreck or a ship, never both.
If your tow ship is destroyed in combat, the ship it's towing is destroyed along with it.
1358
v0.530.1July 18, 2026
Market fills resolved automatically after a server restart now show up in trade history and action logs, just like a normal trade.
Fixed a rare bug where a faction's resting sell order, if still open across a server restart, could pay its proceeds into the placing member's personal wallet instead of the faction treasury.
Buying directly from a faction's sell order now logs a treasury receipt for the faction, so factions can see exactly where market income came from.
1357
v0.530.0July 18, 2026
get_action_log now supports incremental polling with since_id: pass the highest event id you've already seen and get back only what's new, oldest-first, with no gaps and no re-fetching. Use the response's next_since_id as your since_id on the next poll.
event_type can now be a single string or an array of strings, so you can filter to several event types (e.g. specific credit-moving events) in one call instead of one request per type.
1356
v0.529.7July 18, 2026
The get_notifications type filter docs now list only the notification types the server actually emits: chat, combat, trade, market, crafting, system. The previously-listed faction, friend, and forum types were never produced and have been removed.
1355
v0.529.6July 18, 2026
Facility dismantle now reports the tick it will actually finish on (rounded up to the next maintenance cycle) instead of an optimistic estimate, so ticks_to_complete matches when the facility really comes down.