v0.17.0 - The world comes to you
v0.16.0 was the release where the world keeps score. Civilizations built stations, stations posted jobs, and every hand-in or kill moved what a civilization thought of you. But the stations sat and waited. The ships around them flew patrols and escorts; nobody came to a station to do business, and nothing on a board was there because somebody else had been.
v0.17.0 puts traffic in the world. Generated traders now fly to a station, dock, trade real cargo for real credits, post jobs and leave. GOTO flies around the rocks in its way, Q and E roll the ship, and Shift + X matches a moving target. A fresh world tells you what to do first. And the Sandbox is now a mod editor: a hub of your mods, the whole mod as tiles, an Events canvas of blocks, forms for every content kind, a colour picker for themes, and a Package window that writes the zip.
A living world
Traders visit stations
Every living station now has two generated ships of its own civilization 2 to 4 km from it, so most new worlds have a trader in visit range of the start station. A trader with a trade profile picks a station within 20 km, flies there and docks. Docked, it trades: goods and credits move between its hold and the station by the lines of one receipt, so nothing is made or lost. It posts its jobs, waits 60 s, undocks and flies 1 km clear.
A station takes one visitor at a time. A visitor also docks at a station that
orbits a planet or spins, and waits up to five minutes for a clear approach
before it gives up. What a trader buys and sells comes from a new
TradeProfile content kind: weighted buy and sell lists with a quantity and
a per-unit price limit.
Jobs from the traffic
A visitor posts up to three jobs beside the station's own three slots. They are Procure jobs: bring the station what the trader wanted. An open one goes at the next slot expiry or after 20 minutes; one you accepted stays until you finish or lose it. The world save carries the visits and their jobs, so a docked visitor stays docked across a Load and never trades twice.
A first thing to do
A fresh New Game world now posts a Take a job objective, with the interface key under it. The chip stays up until your first accepted job, also across a Load. When a slot on your starting board renews, the board keeps one job your hull can do, so an unarmed start no longer runs out of work.
GOTO goes around
GOTO now flies around rocks and planetoids on its leg, 200 m off your hull by default. The player, AI patrols and scripted orders all use it. The predicted path and the map route show the bend before you commit.
Roll and match
Q and E roll your ship about its nose. The controller section turns the view and the hull together, and a roll costs no RCS. Shift + X is now MATCH: it matches your travel lock's velocity on RCS alone, keeps the hull's attitude and never docks. With no target, no RCS or an empty magazine it says why. Hold the RCS key and the dock row's STOP chip turns into MATCH, and goes dark when MATCH would refuse.
The autopilot also waits for a refilling RCS magazine to reach half before it uses RCS again, so a hold against a steady pull no longer swaps between drive and RCS each tick.
Torpedoes you can read
A launch throws a cold light from the bay, and the drive lights with its own ignition sound and a short flare. A lit torpedo leaves a faint cold trail: 1.5 s of path on High, 0.75 s on Medium, none on Low. A warhead blast opens with a faint shell that expands to its blast radius, and a hull your blast defeats confirms with a cockpit stinger and a camera jolt. A torpedo that dies unfired now says how: a grey puff and a clank on contact, a pop when shot down.
The lock readout shows TTI, the seconds until your soonest lit torpedo reaches the locked hull, and the cockpit ticks from 8 s out, faster as it closes. Each batch a reload lands in a bay plays a rack clunk.
Wrecks, canisters and stopped ships
Cargo canisters now hold up to 1,000 kg. A wreck packs its drop into mixed canisters, and an intake takes the whole items that fit your hold and leaves the rest in the canister. A neutralized ship now drops its patrol, escort slot or order and brakes to a stop on its own RCS; with no flight computer, no RCS, an empty magazine, a dock or a strong well, it drifts on.
The mod editor
The Sandbox opens a Mod Hub now: a recent-first list of your mods with New, Import, Duplicate and Delete. Open a mod and the editor works on all of it at once.
The whole mod as tiles
The Assets strip shows the mod's content and its folder files as tiles, with a kind filter and a + to add one. A scenario switch keeps your edits, one Ctrl+Z history covers the whole mod, and Play tests a scenario. New Asset offers only the kinds it can make, as a blank with a new id; Save, Play and Package wait until the blank is filled.
Every asset opens alone
A scenario opens on Scene and Events, any ship opens in the Ship editor, a section opens on Section, and the rest open on Form. Esc or Back returns to where you were. Styles, start roles, items, price tables, trade profiles, UI themes and campaigns all open as undoable forms: ids are picked from lists, numbers keep to their lint ranges, and Problems shows the merge rules.
Events as blocks
Events is a block canvas beside a palette grouped by role, with a rail that filters the palette to one group. Drag a block into a slot that fits and fill its values on the block. Each drop is one undo step. An unfinished condition shows as a Problem that blocks Save, Play and Package instead of vanishing on save.
One bar, one Add menu, a real camera
The editor has one top bar, a Hierarchy tree, an Inspector with folding groups, and a strip of Assets, Problems, Ship and Log. Undo and redo cover every edit, with Edit rows that name the step, and an UNSAVED mark that asks before you leave. The Add menu groups what the document takes in submenus, with a search; Shift + A opens it on the stage. Right-click menus on the stage, the canvas and the Assets strip carry the rest.
The viewport has its own camera: RMB looks about, MMB or Alt + LMB orbits, Alt + RMB or the wheel dollies, Shift + MMB pans. Q, W, E and R select, move, turn and scale; X swaps world and local axes. Ctrl or Shift click, a box drag or Ctrl + A select many nodes, and a group moves, turns, deletes and copies as one step.
Themes with a picker
A UI theme palette is now one fixed set of job-named colours, such as text,
surface and accent, and every theme shows the same swatch rows. Click a
swatch for a picker: a square, a hue strip and a hex field. The pick shows
live, is one undo step, and Esc takes it back.
Settings, sections and the package
Mod Settings edits the manifest and its dependencies. It refuses to
remove a dependency that content still needs, refuses a cycle, and picking
from an undeclared mod adds the dependency in the same undo step.
New Asset > Section builds a section in the mod: sockets on the gizmo, a
.glb import and live Problems. Ships can carry it, and Play flies it.
File > Package opens a window: version bump, lint check, the file list
and the name. It writes <id>-<version>.zip and shows its path and size. Hub
Import refuses unsafe paths. Packaging is desktop only.
Engine
The game now runs on Bevy 0.20, avian3d 0.8 and bevy_hanabi
0.20. The built-in shaders moved from WGSL to WESL
(assets/shaders/*.wesl). Mods cannot ship shaders, so nothing changes for
them.
More in v0.17.0
- The HUD holds still at any interface scale. The lock bracket, the target and objective markers and the flight chips sit where they belong at a scale other than 100%, and the chips beside your ship no longer overlap in a burn.
- DOCK says why. A DOCK press that does nothing names the reason in the HUD notice: no lock, no free port, too far, not facing or too fast.
- Key hints follow your device. The dock row, the TAB card, objectives and the outcome screen show pad buttons after a pad press and keys after a key press.
- Esc backs out one level. In the TAB card, the main menu and the pause menu. Buy station, Reset Defaults and mod Uninstall ask twice.
- The Jobs pane scrolls and wraps. Long titles end in an ellipsis, and an empty list or an undocked board says what to do next.
- The PDC round has a lot price. 10 cr ask and 7 cr bid per 100 rounds, and a station that stocks rounds opens with at least 2,000.
- Buttons sound like buttons. Panes, catalogue and editor buttons tick on hover and click on a press; most refused presses buzz.
For modders
Run content lint on every bundle before you publish for v0.17.0.
UiThemepalettes are one fixed set of job-named colours in every theme. A root theme sets all of them; an unknown colour name fails to parse. See UI themes.Itemrequiresprice_lot, the item count oneask_crorbid_crprices: 100 for a PDC round, 1 for the other base items. An item without it fails lint, then load.- A section with
health0 or less fails lint, and so does a mining section or cargo intake whose sound or mesh ref names no file. ObjectiveCompletemust name a posted objective. An id that noObjectivein the same scenario posts fails lint and load; it was a warning.- New content and actions. A
TradeProfilekind; theOnJobAcceptedevent; theObjectiveChipHoldandSetTradeProfileactions; optional torpedo and kill sounds.ObjectiveChipHoldis not saved: run it fromOnResumetoo. - Editor ship saves carry the mod's namespace. An older
editor_save opens and converts on its next save.
Fix themes and items, and start a new world
A theme with an old colour name, an item without price_lot, a section with no health or an ObjectiveComplete nothing posts fails lint in v0.17.0. World saves now carry station visits, visitor jobs and RCS magazines, so a v0.16.0 world save is refused: start a new world.
Point releases
No point releases yet.