✨ Improvement
A small one from Hand Solo, who asked to see how worn the drones and harvesters deployed by his corporation were getting. The Corp Office’s Field Ops list showed each unit’s output and running total but not its condition, so the first sign a corporation had that a harvester was wearing out was the moment it broke. Each deployed drone and harvester now shows its durability beside the mined total, green while it has plenty left, amber as it wears, red when it is close to the end. Recall it and repair it before it gets there. Support units from the FSP store do not wear, so they show no condition at all.
Two suggestions from Depleted, both in.
First, the blueprint stores. With corvettes, cruisers, destroyers and miners all carrying their own grades of gear, a reactor on the shelf told you nothing about which ship it was for until you opened it, and more than one captain has got excited over a part built for a hull they do not fly.
Every blueprint in the Blueprint Store, Kriton Blueprints, Sabre Shields, the Auxiliary store and Argus Starships now carries a small class badge on the row, Frigate, Corvette, Cruiser, Miner and so on, and each store has an All Classes filter beside the search so you can shop for your own hull and nothing else. It uses the same class names as the Ship Inventory’s filter.
Second, your missions. The Missions log and the tracker on the right of the screen now sort everything nearest first: whatever is in the system you are sitting in comes to the top, then one jump out, then two, and so on.
Each entry says how far it is, “here” or “3 jumps“, the same count the Galaxy Map gives you. It reshuffles as you travel, so the thing to do next is always at the top and nothing hides at the bottom of the list. Haulage cargo and passengers in the tracker follow the same order. While we were in there the tracker has lost some of its padding and its scrollbar sits where it should.
🔧 Bug Fix
Our thanks to Porrima, who recalled two worn Solar Cultivators from her outpost to repair them and found the Repair Office had nothing to offer. The Repair Office was quite willing to repair them. The trouble was on the screen: it sorts what you own into tabs by the kind of item, and the Outpost tab had never been told that Solar Cultivators exist.
Anything the tabs did not recognise was simply left off the list, so the cultivators arrived and vanished. A few other kinds were caught the same way: repair beams and other auxiliary gear, ship modules, and corporation reactors and research units. That is fixed. Recalled Solar Cultivators now show under the Outpost tab, with the usual repair recipe scaled to the wear (Circuit Boards, Quasar and Hull Frames for the Superior model). Modules sit under Systems, auxiliary gear under Utility, and corporation reactors and research units under Outpost.
If you have been running cultivators down because they seemed unrepairable, recall them and have a look. They always were.
The Ship Inventory has grown an Outpost tab, and some of you now carry enough consumables that its badge reads five figures. Between the two, the row of tabs had started wrapping onto a second line and pushing the table down. The panel is a little wider, and any count of ten thousand or more now shows in short form, so a captain sitting on 11,306 drones and boosters sees “Consumables (11.3k)” rather than the whole number. All eleven tabs sit on one line again. The exact figure is still there in the footer and on the tab itself once you open it.