Corrected the auto_buy_fuel documentation: automatic fuel purchases are paid from your faction's treasury (capped to what it can afford), not from a separate station economy.
1353
v0.529.4July 18, 2026
Mining drones now respect the station's per-item storage cap (100k). When a stack won't fit, it stays in the drone's cargo rather than over-filling storage — so a drone working near the cap may stop depositing and stall at its cargo capacity until space is freed.
1352
v0.529.3July 18, 2026
Recycling an item whose recipe category can't be reversed (such as refining or gas processing) now returns a clear not_recyclable error instead of a misleading facility error. No inputs are consumed on the failed attempt.
1351
v0.529.2July 18, 2026
When a create_buy_order fills instantly and delivers items to your ship, the v2 state delta now includes your updated cargo — no separate refresh needed.
1350
v0.529.1July 18, 2026
Fixed a bug where mining a deposit down with weaker mining lasers, harvesters, or the Deep Core Extractor could leave it permanently stuck a few units above zero, unminable by anything. Those deposits can now always be fully worked out by the gear suited to them.
High-power mining rigs (Mining Laser III+, Strip Miners) still can't strip a deposit completely clean — that's unchanged.
1349
v0.529.0July 17, 2026
Station managers now post real freight contracts. NPC stations ship surplus goods
to same-empire stations that need them — a steady stream of newbie-friendly hauls
across all risk tiers. Accept them like any other contract; you get paid on delivery
and earn carrier reputation. Crates carry empire-flavored labels.
You now set the freight rate.shipping postrequires base_reward (the flat
reward paid on delivery) — the old automatic distance-based rate is gone, so a post
without a reward now fails. Add an optional speed_bonus for fast delivery. `shipping
quotereturnsestimated_reward` from recently-completed similar-distance contracts so
you can price to the market.
The freight board is now the board for your current station.shipping list is
docked-only and shows only contracts posted here that you can actually accept. Sort by
reward (default), distance, or age, and filter by destination, service_level,
or shipper. When it's empty you get an empty_reason explaining why (nothing posted,
filters too tight, or a blocker like unpaid freight debt).
1348
v0.528.0July 17, 2026
Eighteen new creatures now roam the belts, gas clouds, and ice fields — nearly every ore, gas, and ice has wildlife that grazes it. Hunt them for meat, carapace, and resource-specific drops. scan reveals a creature's species, role, and whether it's ranchable stock.
The galaxy's first seafood. Silver-grazing fish (Glintfin) and nickel clams (Rivetshell) can be farmed for fillet and meat that cook into sashimi, seared fillets, steamed shellfish, and a tide-line platter — served at a new raw-bar venue, The Tide-Line.
Creature harvests feed the high-tier economy. Ranch or hunt certain species for concentrates that refine straight into superconductor, titanium alloy, silicate composite, stabilized exotic, focused crystal, and empire alloys — an alternative to grinding raw ore.
The Bleeding Ring. A single legendary coral, Gorgonia, lives at the Alzirr black hole — the only place its two foods meet. Hunt it for event-horizon alloy, the sole source of Event Horizon Plating: the toughest hull armor in the game and the only heavy plate with zero speed penalty. But it survives only where its home is left alone — strip-mine or over-hunt the ring and it's gone until the belt heals.
Ranching is now a deliberate per-species trait. Some grazers are wild-only; scan tells you which can be domesticated.
1347
v0.527.0July 17, 2026
Faction sell and buy orders (faction_create_sell_order/faction_create_buy_order) now support bulk mode: pass an orders array to create up to 50 orders in one call, matching personal exchange orders.
Fixed a bug where a faction already at its market listing cap couldn't add more quantity to an existing order at the same price — only posting a genuinely new listing is blocked by the cap.
1346
v0.526.0July 17, 2026
Platinum recipes rebalanced and expanded to give the platinum glut real uses. "Refine Platinum Catalyst" (10 platinum ore → 1 catalyst) now runs in a third of its former time, and "Catalyze Fuel Cells" was changed from a slow niche recipe into the best fuel-cell line in the game: 1 catalyst + 40 liquid hydrogen + 50 steel plate → 50 fuel cells, faster per cell than "Craft Fuel Cell" and using well under half the hydrogen.
New station fuel recipe "Manufacture Fuel (Catalytic)": 1 platinum catalyst + 4 liquid hydrogen → 200 station fuel — faster and far more hydrogen-efficient than the basic combustor. New buildable facilities (four tiers) run it.
New maintenance item "Catalytic Scrubber Cartridge", crafted from 1 platinum catalyst + 4 aluminum sheet + 2 flex polymer → 5 cartridges. Station life-support facilities now consume these every maintenance cycle.
New intermediate "Platinum Wiring" ("Draw Platinum Wire": 4 platinum ore → 1 wiring) plus platinum-based alternative recipes for high-demand components: "Assemble Platinum Control Node" (platinum wiring replaces gold and silver wiring), "Forge Platinum Plasma Injector" (platinum wiring replaces the refined plasma core), and "Cast Platinum Heat Sinks" (heat sinks cast straight from platinum ore). All have new buildable production facilities.
"Catalytic Polymer Synthesis" changed inputs: it now cracks 3 synthetic compound + 1 platinum ore into 6 flex polymer (it previously used silicon and nickel) — twice the polymer per unit of feedstock as bio-polymer, at twice the pace.
Platinum deposits across the galaxy are much leaner: mining yields roughly halved and deposit reserves sharply reduced.
1345
v0.525.0July 17, 2026
Wildlife ranching is here. A faction can build a ranch (facility action faction_build, type wildlife_corral, species=<grazer>) on an outpost at a habitat POI to domesticate the local wildlife into a branded herd. Keep the outpost's faction storage stocked with worker supplies (oxygen/water/fuel) and the species' feed, and the herd breeds and produces on its own — a reliable supply channel that doesn't depend on hunt RNG. Needs Xenobiology 8/12/16 by tier.
Ranch products feed a new food chain. Tended herds give ranch-only milk and eggs (never dropped by a kill) that craft into cheeses, ember marinara, and space pizza, plus rancher's breakfast, honeyglobe custard, grazer milkshakes, and cobalt roe blini. Two new fast-food venues — the Slice Deck and Sunrise Griddle — run on them.
Manage the herd.facility action ranch_status shows headcount, capacity, feed burn, growth, and output; ranch_set_cull (cull_target=N) holds the herd at N head and slaughters the surplus into faction storage each cycle. Note: milk/egg output scales with herd size — cull hard for meat and the dairy trickle shrinks.
Branded livestock are huntable, but never anonymous. Ranches sit in lawless space, where nothing stops anyone from shooting a branded animal — but the herd's faction is told exactly who did it. There's no law on the frontier to protect your herd for you: keeping it safe is on you, and the surest defense is being on good terms with the neighbors who share your systems.
Wildlife shift: belt-grazers, sift-rays, and rime-grazers now specialize on a single food (iron ore, hydrogen gas, nitrogen ice respectively) instead of grazing any deposit. Expect them concentrated where that resource is common and absent where it isn't — sift-rays in particular thin out of nebula-only systems that lack hydrogen.
1344
v0.524.2July 17, 2026
Fixed a bug where upgrading your faction's Storage facility (Lockbox → Warehouse → Depot → Stronghold) charged the upgrading player's personal credits and cargo instead of the faction treasury and faction storage. Storage upgrades now pay from faction resources first, just like every other faction facility upgrade.
Faction storage is no longer locked while a storage upgrade is under construction — you can still view and withdraw everything already in the vault. The new tier's bigger capacity only kicks in once construction actually finishes.
1343
v0.524.1July 17, 2026
Fixed the published API schema for GET /api/catalog.json so ship build_materials matches the real response shape (a list of {item_id, quantity} entries, not an object) — strict schema-based deserialization of the catalog dump no longer fails.
GET /api/catalog.json is now documented in both API specs (/api/openapi.json and /api/v2/openapi.json) as returning CatalogDump.
1342
v0.524.0July 17, 2026
Stations now consume food. Life-support plants and station work crews draw farmed crops (driftkale, sunspindle, honeyglobe, gloomcap mash) as part of their upkeep, and station managers pay premium prices for food they're short on. Farmers: the galaxy just got hungry.
New recipe: Crack Plasma Fuel Cells — quench cheap plasma gas into standard fuel cells, no hydrogen required.
New recipe: Synthesize Helium Coolant — dissolve helium-3 into a coolant that outperforms the nitrogen blend.
New recipe: Assemble Lithium Power Cell — wet-chemistry power cells from raw lithium ore, no circuit boards needed. Ore-hungry by design; build a Lithium Cell Foundry to run it.
New recipe: Sanitize Water — treat water ice with chlorine gas for a better purified-water yield.
New on the menu: Algae Wafers and Lumen Algae Salad — two glowing dishes made from bioluminescent algae, now served (and consumed) at bars and bistros across the galaxy.
New buildable production facilities for all of the above, each a full four-tier upgrade chain:
Chlorination Plant → Water Treatment Complex → District Water Works → Station Water Authority
Plus two new galley lines: the Algae Wafer Galley and Lumen Algae Salad Galley.
1341
v0.523.3July 17, 2026
The range and survey_range stats have been removed from modules. Neither was ever wired into anything: reach is the stat that determines engagement distance (the maximum zone separation a weapon can fire across), and survey scanning resolves every hidden POI in your current system based on total survey power versus the site's difficulty — distance to the site has never been a factor. A scanner's survey_range number could not affect what you could find.
Your modules have always performed exactly as their reach, damage and cooldown describe. These numbers were noise in the display, not a difference in what you received.
1340
v0.523.2July 17, 2026
Ship deliveries now leave a receipt you can read. When a commission completes you get a ship_commission_complete notification carrying both commission_id and ship_id — the link nothing else provided, since the commission record is deleted the moment the hull exists. You no longer have to diff list_ships to work out what you just received.
The same receipt now arrives for builds that finished while the server was restarting, which previously completed in total silence.
When a station shipyard builds a hull to fill your buy order, you now get the same ship.buy_order_filled action-log entry that a player-filled order leaves, naming the ship id and the yard that built it.
All of these receipts name the ship id in get_action_log as well, on every transport.
1339
v0.523.1July 17, 2026
Fixed preset="cheap" when crafting or recycling: it was comparing facilities by their public rental price, so if you had priced your own facility for others to rent, cheap could send your job to someone else's cheaper rental and charge you for it — even though running on your own facility is free. cheap now scores your own and your faction's facilities at the 0 you actually pay, so they win.
The cheap preset is now documented as "the lowest fee you would actually pay" rather than just "lowest fee", which is what it always should have meant.
1338
v0.523.0July 17, 2026
faction_edit gains ally_facility_access: set it true and members of your allied factions use your faction's facilities free, with no rental fee, instead of paying your public rental price. Default false — nothing changes until you turn it on.
Allied jobs queue at the same priority as external customers, so an ally can never push ahead of your own or your faction's jobs.
Allied facilities you have been granted now appear in facility action=list, so you can find the facility_id and target one directly.
Ally access is member-tier, so it also covers recycling on an ally's recycler.
Auto-routing now prefers your own facility, then your faction's, then one an allied faction has granted you, then a public rental — craft and recycle docs updated to match.
1337
v0.522.1July 17, 2026
Pirate stronghold defenses are now, in the strictest technical sense, real. An audit following the recent sobriety incident found that every stronghold's flak batteries and harpoon emplacements had been lost to a filing error — installed each morning, catalogued as contraband by lunch, and dismantled by evening, every single day, since commissioning. The filing error has been corrected. The guns are bolted on and they are staying.
Stronghold weapons no longer wait on a coolant shipment that has never arrived and never will. Every gun on a pirate station is now fed and maintained entirely from the salvage of ships that attacked it — ammunition hammered from their hulls, mounts serviced with their components. If you are wondering where the pirates get the parts to keep shooting at you, the answer is: from you.
Attacking a pirate stronghold system now means fighting the station too, with guns that actually fire. The pirates would like to apologize for the previous arrangement, which they describe as "embarrassing for everyone involved."
1336
v0.522.0July 17, 2026
Station facilities now consume whatever maintenance supplies are on hand each cycle instead of skipping upkeep entirely when a single input is missing. A fleet depot short on rations still burns its ammunition and fuel; a station out of one coolant still uses the rest.
Stations prioritize their critical infrastructure: power and life-support plants (and exchange services) draw maintenance supplies first, and facilities that can cover their full upkeep settle before partially-stocked ones split the remainder.
Facilities still need their full maintenance bill met to count as fully supplied — power plants, defenses, and repair services only function at full supply.
The facility list now reports maintenance_level (0–1) for every facility with upkeep, so you can see a facility running at 60% rather than just "not satisfied".
Station-owning factions take note: a partially-stocked facility now consumes its available inputs each cycle without delivering its benefit (dining and leisure venues excepted — they scale with supply). Stock facilities fully, or don't stock them at all.
Stations will be consuming far more maintenance goods than before — check what your local station is short on; supplying it is now a much deeper market.
1335
v0.521.0July 17, 2026
Every API response shape is now a named, stable component in the OpenAPI specs — generated clients get real importable types for all ~580 response models instead of anonymous inline schemas that renumbered (Variant10 → Variant12) when unrelated shapes were added.
Each POST /api/v2/{tool}/{action} endpoint now documents its exact response type and carries an action-specific description; the full action catalog lives only on each tool's /help endpoint.
Response unions are discriminated: variants carry literal action/kind values with OpenAPI discriminator mappings, so generated clients can narrow without structural guessing. About 20 response shapes gained a new additive kind or action field — existing parsers are unaffected.
If you generate a typed client from the spec: 18 union wrapper components were renamed with a CommandResponse suffix (e.g. the craft command's response union is now CraftCommandResponse; the CraftJobResponse name now refers to the single-job result itself). Wire JSON is unchanged — regenerate your client and rename references.
Previously undocumented response shapes are now in the spec: all fleet action acknowledgements (invite/accept/leave/kick/disband/board/disembark) and the deposit-ship-into-faction-garage result.