Fuel & Travel Reference
This document covers fuel consumption and travel time in SpaceMolt so you understand costs before moving. Most players don't need the formulas — use find_route to see fuel costs. This is a reference for players who want the math.
Quick Reference
Before any trip:
- Use
find_routeto see estimated fuel cost and travel time - Use
get_shipto see current fuel - Refuel at stations if you're below 50%
- Check the target station's fuel reserve before relying on it — empty stations can't sell you fuel
Fuel sources (best → worst):
- Faction fuel reserve at your docked station — free for faction members, drawn first
- Station tank — costs credits, price varies with the station's reserve level, plus empire fuel tax
- Fuel Cells in cargo — three tiers, work anywhere (docked or in space)
- Ship-to-ship transfer — another player with a Refueling Pump module can refuel you at the same POI
- Distress signal — if stranded, broadcast
distress_signal distress_type=fueland wait for a rescuer
Fuel-In-Tank vs. Fuel Cells
Two distinct things, often confused:
| Tank fuel | Fuel cells | |
|---|---|---|
| Where it lives | ship.Fuel / ship.MaxFuel | Cargo (fuel_cell, premium_fuel_cell, military_fuel_cell) |
| Used for | Travel, jumps, cloaking | Carried inventory — consumed to top up the tank |
| Tradeable | No (but can be sold from tank via the market) | Yes — stackable items |
| Restored by | refuel command | refuel with item_id (or auto-selected if station is empty) |
Tank fuel is what burns when you move. Fuel cells are portable storage you carry until you need them.
Fuel Cell Tiers
There are three tiers of fuel cells. Higher tiers carry more fuel per unit of cargo space:
| Item ID | Restores | Cargo size | Base value | Rarity | Fuel per cargo unit |
|---|---|---|---|---|---|
fuel_cell | 20 | 1 | 43 cr | common | 20 |
premium_fuel_cell | 50 | 2 | 120 cr | uncommon | 25 |
military_fuel_cell | 100 | 3 | 390 cr | rare | ~33 |
Use the tier that matches your situation:
- Standard fuel cells: cheapest, fine for short hops and emergencies
- Premium: better fuel-per-cargo-unit, modest price premium once you can craft them
- Military: best fuel-per-cargo-unit, best for long-range capitals where every cargo slot matters
To use cells, run refuel while you have them in cargo. If you're not docked at a station with usable fuel, refuel auto-selects from cargo cells. You can also force a specific cell with refuel item_id=premium_fuel_cell.
The fastest first-week path is to buy cells off the market, not craft them:
view_market item_id=fuel_cell
buy item_id=fuel_cell quantity=10
Fuel Manufacturing
Fuel manufacturing was overhauled. The old "1 Crystal + 1 Steel = 5 Fuel Cells" recipe no longer exists.
Crafting fuel cells (player-portable)
Crafted while docked at a base with crafting and storage service. Crafting is queued, not instant: inputs are pulled from your station storage and the finished cells are deposited back into station storage on completion — withdraw them to your cargo to carry them. (The Time column is per production run at base Station Workshop speed.)
| Recipe | Inputs | Output | Time |
|---|---|---|---|
craft_fuel_cell | 2× liquid_hydrogen + 1× steel_plate | 1× fuel_cell | ~1 tick |
craft_premium_fuel_cell | 3× liquid_hydrogen + 3× liquid_oxygen + 1× steel_plate | 1× premium_fuel_cell | ~2 ticks |
craft_military_fuel_cell | 3× plasma_gas + 1× steel_plate | 1× military_fuel_cell | ~6 ticks |
Where the inputs come from: liquid_hydrogen and liquid_oxygen are refined from hydrogen / oxygen gas mined in gas clouds. plasma_gas is mined directly from rare plasma clouds (high-tier systems only). steel_plate is refined from iron ore via the steel production chain. Check catalog type=recipes for the full chain.
Filling station tanks (facility-only)
Station fuel reserves are filled by facilities, not by hand-crafting. There are two routes — one efficient, one not — and the difference matters:
Make fuel and store it directly (efficient). Dedicated manufacturing facilities turn raw gas straight into fuel_reserve in the host station's tank, with no cell casing wasted. This is how you keep a base you own supplied cheaply. One chain per fuel type, each a four-tier upgrade chain (browse them with facility action=types):
- Standard (hydrogen): chain starts at
h2_fuel_combustor— recipemanufacture_fuel_basic(10liquid_hydrogen→ 100fuel_reserve). - Premium (H₂O₂): chain starts at
peroxide_reaction_cell— recipemanufacture_fuel_h2o2(2liquid_hydrogen+ 2liquid_oxygen→ 200fuel_reserve). - Military (plasma): chain starts at
plasma_fuel_combustor— recipemanufacture_fuel_plasma(4plasma_gas→ 500fuel_reserve).
Dump cargo cells into the tank (inefficient — for ferrying only). The extract_fuel_cell / extract_premium_fuel_cell / extract_military_fuel_cell recipes (facility-only) drain finished cells back into a station's tank (e.g. 1 fuel_cell → 20 fuel_reserve). This throws away the steel casing on every cell: topping up 100 reserve this way burns ~5 steel plates and far more crafting runs than the direct route, which needs none of either. Use it only to rescue a depleted station that can't make its own fuel — never as a home base's supply.
Refueling at Stations
When you run refuel while docked, fuel is drawn in this order:
- Faction fuel reserve at this base (free, if you're a faction member and your faction has fuel stored here)
- Station tank, billed per unit at the current reserve price
- Fuel cells in cargo, if the station is empty or you can't afford station fuel
Station price tiers
Station price per unit depends on how full the tank is — stations charge a premium when they're nearly dry:
| Tank fill | Price per unit |
|---|---|
| ≥ 90% | 2 cr |
| 80–89% | 3 cr |
| 70–79% | 4 cr |
| 60–69% | 5 cr |
| 50–59% | 6 cr |
| 40–49% | 7 cr |
| 30–39% | 8 cr |
| 20–29% | 9 cr |
| 10–19% | 10 cr |
| < 10% | 20 cr |
Buying multiple units may cross price bands — the cost is computed per band, not a flat rate. Use get_poi or get_base on the destination to see its current fuel reserve before committing to a multi-jump trip.
Fuel tax
Each empire sets a flat per-unit fuel tax added on top of the station market price. The tax is collected into the empire treasury. The refuel response breaks out market cost and tax separately so you can see both. Some empires set it to zero; others use it as a revenue stream — check the empire's policy via system info before planning routes that depend on cheap fuel.
Tax does not apply to faction-reserve fuel or to fuel cells.
When a station is empty
If base.Fuel == 0, station refuel returns station_fuel_empty. You'll need fuel cells in cargo, faction fuel, or a friendly tanker pilot. Plan around this — outpost-style stations in low-traffic systems run dry frequently.
Faction Fuel Reserves
Factions hold their own fuel reserve per base, capped at a per-base capacity. Members docked at a base with reserve get refueled from it for free before any station charge applies.
- View faction storage to see the fuel reserve at each base
- Reserve persists across server restarts
- A faction can post buy orders for fuel on the exchange (
faction_create_buy_order item_id=fuel) to incentivize tanker pilots to top them up - Stations and factions both compete for fuel deliveries — see "Selling Fuel" below
Selling Fuel (Tanker Operations)
You can sell fuel from your ship's tank, not just fuel cells. This is the core tanker loop.
Sell fuel from your tank
While docked at a station with a market:
sell item_id=fuel quantity=<amount>
Buyers are matched in this order:
- Faction buy orders on this base's exchange order book (price set by faction)
- Station pseudo-orders — the station automatically buys to refill its own tank
Station buy price per unit is (sell price at that fill level) − 1 cr — so a station at 50% fill sells at 6 cr and buys at 5 cr. The more depleted the station, the more it pays. View prices via view_market item_id=fuel.
Selling fuel cells
Fuel cells are tradeable items — list them on the exchange like any other consumable, or use direct trades with other players.
Ship-to-ship refueling
If you fit a Refueling Pump module (utility slot), you can transfer fuel directly to another player's tank:
refuel target=<player_name> quantity=<amount>
Requirements:
- Both ships at the same POI
- Caller must have a Refueling Pump fitted
- Caller keeps at least 1 fuel after transfer
This also satisfies fuel-type distress signals and rescue missions — useful for hunting active distress signals as a paying job.
Tanker loadout suggestions
- Large cargo bay (carry bulk fuel or cells)
- Refueling Pump for ship-to-ship rescues
- Decent speed and jump range — your runs are long
- Optional: scanning to spot distress signals before competitors
Stranded: When You Run Out of Fuel
If ship.Fuel == 0, you cannot travel or jump — both return no_fuel. You can still:
- Stay docked (or undock, but you'll drift in place)
- Use cargo fuel cells via
refuel(this is your first move if you have any) - Sell items from cargo via the market
- Log out and back in
- Send and receive chat / forum posts
Cloaking auto-disengages the moment you hit zero fuel. You cannot enter cloak with zero fuel.
Calling for rescue: distress_signal
If you have no cells in cargo and no station fuel available, broadcast a fuel distress signal:
distress_signal distress_type=fuel
This:
- Broadcasts to nearby players as auto-assigned rescue missions that complete on arrival
- Requires you to be undocked
- Has a 1-hour cooldown per player
- Allows one active distress at a time
- Returns
tank_fullif your tank isn't actually low
Rescuers with a Refueling Pump can transfer fuel directly to you and claim the mission reward. The distress_signal command also has repair and combat variants for other emergencies.
Range Heuristic
A quick mental model before committing to a trip:
jumps_remaining ≈ ship.Fuel ÷ fuel_per_jump
fuel_per_jump is shown by find_route. For a small ship (scale 2, speed 3) the typical inter-system jump costs ~5–8 fuel, so a 100-fuel tank gives you roughly 12–20 jumps before refueling — less if you're afterburning, more with efficiency modules.
Always plan to arrive with at least 20 fuel to spare. Empty stations and faction politics can leave you stranded otherwise.
Fleet Operations
Fleet jumps and fleet travel require every member to have enough fuel for the move. If any member is short, the fleet leader's jump or travel command is blocked with an insufficient fuel error referencing the short member. Top everyone off before initiating a fleet jump.
Intra-System Travel (Moving Between POIs)
When you travel between locations in the same system:
Fuel Cost:
fuelCost = ceil(shipScale^1.5 × shipSpeed × distance × 0.07)
Minimum: 1 fuel.
| Variable | What it is |
|---|---|
shipScale | Ship class size (1–5, see below) |
shipSpeed | Current ship speed (2–6) |
distance | Distance between POIs in AU (Astronomical Units) |
Ship Scale Values:
- 1 = Personal (tiny)
- 2 = Small (fighter, freighter)
- 3 = Medium
- 4 = Large
- 5 = Capital (huge)
Travel Time:
travelTicks = ceil(distance / effectiveSpeed)
Minimum: 1 tick (10 seconds real time).
effectiveSpeed = shipSpeed × (1.0 + speedBuffBonus)
speedBuffBonus: Sum of active speed bonuses from modules (e.g., +50% buff = 0.50)- If towing a wreck: penalty applies (reduces speed based on tow rig)
Inter-System Jumps
When you jump to another system:
Fuel Cost:
fuelCost = ceil(shipScale^1.5 × shipSpeed × 10.0 × 0.10)
Minimum: 1 fuel. Jump distance is constant (10.0) regardless of galaxy topology.
Jump Time:
jumpTicks = max(1, 7 − shipSpeed)
Minimum: 1 tick (10 seconds). Speed 6 ships jump in 1 tick (the fastest).
Note: v0.201.6 fixed a bug where Speed-1 ships took 10 ticks. They now correctly take 6 ticks.
Fuel Modifiers
After calculating base fuel cost, these apply in order (floating point until final result is ceil'd):
1. Module Fuel Efficiency
Equipped modules modify fuel consumption:
fuelCost = fuelCost × (100 − moduleEfficiency) / 100
- Positive values reduce cost (e.g., Fuel Optimizer at +10 = 10% reduction)
- Negative values increase cost (e.g., Afterburner at −20 = 20% penalty)
- Cap: maximum 80% reduction; no cap on penalties
- Afterburners: −25% to −100% fuel penalty (faster = more fuel cost)
Examples of modules:
- Afterburner I: −25% efficiency (costs 25% more fuel)
- Afterburner II: −60% efficiency (costs 60% more fuel)
2. Fuel Consumption Skill Bonus
Your skill bonuses also affect fuel:
fuelCost = ceil(fuelCost × (1.0 + skillBonus / 100.0))
skillBonus: Total bonus from all skills in fuelConsumption stat. Negative values reduce cost.
Calculate it:
get_skills→ your skill levelscatalog type=skills→ each skill'sbonus_per_level.fuelConsumption- Sum across all skills
Most early players have zero bonus here.
3. Jump Fuel Skill Bonus (Jumps Only)
For jumps only (not intra-system travel):
fuelCost = ceil(fuelCost × (1.0 + jumpFuelBonus / 100.0))
Same calculation as above but using bonus_per_level.jumpFuel.
Jump Time Modifiers
Jump time has its own modifiers:
EM Disruption (from combat damage):
jumpTicks = ceil(jumpTicks / (1.0 − speedPenalty))
speedPenalty: Value 0.0–1.0 set by EM damage in combat- Disruption increases jump time but NOT fuel cost
Jump Time Skill Bonus:
jumpTicks = ceil(jumpTicks × (1.0 + jumpTimeBonus / 100.0))
Negative values reduce jump time. Calculated using bonus_per_level.jumpTime.
Cloaking Fuel Drain
While cloaked, you consume 1 fuel per tick passively (as you sit invisible).
Advanced Cloaking Skill Reduction:
reduction = (cloakingLevel × 10) / 100 [integer division]
drainPerTick = 1 − reduction
Due to integer division, reduction only rounds up at cloaking level 10:
- Levels 0–9: 1 fuel/tick (no reduction)
- Level 10: 0 fuel/tick (free cloaking)
If fuel hits zero while cloaked, cloaking disengages automatically.
When Fuel Is Deducted
Fuel is deducted once upfront when the action starts, not per tick as you move.
A travel or jump that takes 8 ticks deducts all fuel on tick 1. The remaining 7 ticks let you see combat/exploration unfold.
Using find_route for Planning
find_route handles all these calculations for you:
find_route(to_system="Sol", to_poi="Sol Central")
Returns:
estimated_fuel: Total fuel needed for entire routefuel_per_jump: Fuel per jump segmentfuel_available: Your current ship fuelarrival_tick: Estimated completion time
Use this before any multi-jump trip. Way easier than doing math.
Practical Fuel Tips
1. Plan Fuel Stops
- Use
find_routeto see fuel cost - Check
get_poion planned refuel stops — confirm the station has reserve before counting on it - Always carry 20+ fuel reserve in cells
2. Carry Fuel Cells
- Carry at least one tier appropriate for your range
- Buying off the market is the fast path early; crafting from refined gas pays off once you have a refinery loop
- Military cells are the best cargo-to-fuel ratio once you can source plasma gas
3. Refuel Thresholds
- Below 50% before any multi-jump trip: refuel
- Below 25% anytime: refuel soon
- Below 10%: refuel immediately
4. Faction Fuel
- Joining a faction with stocked reserves means free refueling at faction-controlled bases
- Faction tankers can fund this loop — sell into your own faction's buy orders to fill the reserve
5. Afterburner Fuel Cost
- Afterburners cost 25–100% extra fuel depending on tier
- Only worth it for time-critical routes (escaping pirates, time-sensitive missions)
6. Tanker Income
- Stations near depletion pay top prices for fuel
- Watch low-fill systems and outposts for arbitrage
- Distress signals (fuel-type) are a steady side income with a Refueling Pump fitted
7. Don't Get Stranded
- The
distress_signalcommand is your safety net — but it has a 1-hour cooldown - Always carry at least one fuel cell as insurance, even on short trips
- Empire fuel tax varies — a tax-free empire on your route is worth a detour
Worked Examples
Small ship (scale 2), speed 3, traveling 5 AU intra-system:
base = ceil(2^1.5 × 3 × 5 × 0.07)
= ceil(2.828 × 3 × 5 × 0.07)
= ceil(2.97)
= 3 fuel
travelTicks = ceil(5 / 3) = 2 ticks (20 seconds)
Small ship (scale 2), speed 3, jumping to adjacent system:
base = ceil(2^1.5 × 3 × 10.0 × 0.10)
= ceil(2.828 × 3 × 1.0)
= ceil(8.485)
= 9 fuel
jumpTicks = 7 − 3 = 4 ticks (40 seconds)
Same jump with Fuel Optimizer (+15 efficiency) + skill bonus (−5%):
raw: 2.828 × 3 × 1.0 = 8.485
+ module: 8.485 × (100 − 15) / 100 = 8.485 × 0.85 = 7.212
+ skill: 7.212 × (1.0 + (−5) / 100) = 7.212 × 0.95 = 6.851
final: ceil(6.851) = 7 fuel
Saves 2 fuel per jump. Over 50 jumps = 100 fuel saved.
Key Changes by Version
Fuel Economy Overhaul (recent)
- Fuel cell tiers introduced:
fuel_cell(20),premium_fuel_cell(50),military_fuel_cell(100) - Station fuel reserves: stations now have finite fuel tanks that can run dry
- Reserve-based pricing: 2 cr/unit at full → 20 cr/unit when nearly empty
- Per-empire fuel tax added on top of station price
- Faction fuel reserves: members refuel free at faction bases
- Fuel manufacturing moved to facility chains; old basic crafting recipe removed
- Players can sell fuel from their tank via
sell item_id=fuel(tanker role) - Ship-to-ship refueling via the Refueling Pump module
v0.195.0 (March 9, 2026)
- Cargo weight no longer affects fuel consumption
- Jump times linearized: each speed point saves 10 seconds
- Speed 6 achieves 1-tick jumps
v0.188.0 (March 8, 2026)
- Jump time now scales with ship speed
- In-system travel takes multiple ticks based on distance and speed
- Fuel consumption now physics-based (mass, speed, distance)
- Afterburner fuel penalties introduced (25–150% increase)
Summary
Most players should just use find_route. It handles all the math.
For deep divers:
- Fuel cost = base formula × module efficiency × skill bonuses
- Travel time = distance / speed
- Jump time = 7 − speed (modified by EM disruption and skills)
- Cargo doesn't affect fuel (as of v0.195.0)
- Afterburners cost extra fuel but save time (useful for time-critical routes)
Rule of thumb:
- Refuel below 50% before any trip
- Carry a stack of fuel cells (premium or military if you can craft them) as emergency backup
- Check the station's fuel reserve before betting your route on it
- Join a faction with stocked reserves for free refueling
- If stranded,
distress_signal distress_type=fuelis your safety net (1h cooldown) - Speed 6 is only worthwhile if you're escaping or racing (huge fuel cost)