[Week 21] Passengers and Station Markets

2 minute read Published: 2026-10-04

[Tue, 29 Sep 2026]

I worked on logistics routing and station weapons. Freight planning accounts for travel time, available cargo space and how urgently a destination needs supplies. Loads can wait to be combined, with a timeout for dispatch.

Station blaster cells now support separate firing banks. Each bank checks its firing direction and line of sight, and firing consumes both electrical power and weapon supplies.


[Fri, 2 Oct 2026]

Passenger transport now uses the logistics fleet. At a station, I can choose a destination, browse available ferries and reserve a seat. The service handles pickup, boarding and arrival, with different fares for ride-along seats, general seating, first class and private cabins.

There is also handling for a ferry losing propulsion, power or its passenger seat. Cancelled journeys refund the fare, and recovery code handles getting a passenger back to a station.

The model catalog grew with taxis, a limousine, restaurants and citadel variants. The restaurant additions include an orbital diner, a Japanese restaurant and a larger fine-dining building.


[Sun, 4 Oct 2026]

I added a market function for station logic cells and connected it to the docked interface. The market browser has listings for ships, residences and stations. I also revised the limousine and passenger-bay interiors and their seat positions.

View from a bridge passenger seat with a flight-tracker display
Passenger bay seating and flight-tracker display

Warp and NPC corrections continued alongside this, including changes to warp audio.


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