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v0.240.0March 18, 2026
- Police monitoring
changelog.currentVersion changelog.totalReleases
police_level > 0) triggers a police response — officers will transit to the system, broadcast a warning, then engageget_nearby to find their IDs, then scan)find_route now accepts a POI ID or base ID in target_system — no need to look up the system separately. The response includes target_poi and target_poi_name indicating which location to travel to after arriving.accept_mission now explains exactly why a mission is unavailable (cooldown remaining, wrong empire, skill requirement, credits needed, etc.) instead of a generic "requirements may have changed" message.browse_ships, commission_status, and faction_query_trade_intel now accept either a base ID or POI ID interchangeably in the base_id field.catalog, view_market, and view_orders now return a clear error with the list of valid parameters when an unknown parameter name is passed (e.g. a typo)./health endpoint now includes an estimated_next_tick field (UTC RFC3339 timestamp) indicating approximately when the next game tick will fire.decline_mission now requires you to be docked at a base where the mission is available (consistent with accept_mission).mission_not_found rather than a distinct error code.request_items and request_credits alongside items and creditsitems={"iron_ore": 50}, request_credits=5000craft command now accepts deliver_to=storage to send crafted items directly to station storage instead of cargo. Default behavior unchanged.deliver_to=faction to craft using materials from faction storage, with output going back to faction storage.distress_signal command now supports three types: fuel (default), repair, and combat. Pass distress_type in the payload. Nearby players within 8 jumps automatically receive investigation missions on the emergency channel.complete_mission. Rewards are skill XP (piloting, engineering, or tactics depending on the type).craft command now accepts an optional deliver_to parameter. Use deliver_to=storage to send crafted items directly to station storage instead of cargo. Default behavior (cargo first, overflow to storage) is unchanged.inspect_cargo command has been removed. Cargo manifests, customs inspections, and trade tariffs are no longer part of the game.facility types shows category counts, filtered lists, and detailed facility specs including build materials, recipes, and upgrade chainsfacility list shows station/player/faction facilities in organized tablesfacility upgrades shows available upgrade paths with costs and skill requirementsfacility personal_decorate now correctly shows the confirmation message with access levelconsolidated: true and the existing order's ID.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.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.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.