Discover asteroid fields, establish mining expeditions, strip-mine rich deposits, and evacuate before they collapse.
Mods introducing new content into the game.
Version: 0.8.0
Date: 13-09-2026
Changes:
- Military outpost bigger interior layouts can appear.
- Military outpost exteriors can be different layouts.
- Interior corridors are now longer seperating rooms with gates.
- Rocket turrets and railguns spawn on the exterior only, not inside the facility.
- Interior loot chests are indestructible.
- After clearing an outpost plays an alarm and prints to chat instead of asteroid-field warnings.
Bugfixes:
- Destroying the command core no longer destroys the rest of the facility turrets.
Version: 0.7.2
Date: 12-09-2026
Changes:
- Expeditions inherit solar power, day-night cycle, gravity, pressure, magnetic field, robot energy, and heating from their linked planet.
- Uranium expeditions now use base-game uranium ore (sulfuric acid mining), not a custom clone.
Version: 0.7.1
Date: 12-09-2026
Bugfixes:
- Improved per tick performance for military outpost interiors.
Version: 0.7.0
Date: 09-09-2026
Changes:
- Military outpost chests loot no longer includes armor.
- Military outpost chests can roll fish.
- Abandon instantly removes an expedition when no one is on its surfaces and no platforms are at or travelling to the expedition.
Bugfixes:
- Military outpost lamps belong to the enemy force and no longer leave player construction ghosts for bots to rebuild.
- Resource remaining counts only the declared target ore (sulphuric geysers no longer inflate progress).
- Passenger cargo pods recover the player and fail closed if destination assignment fails.
- Surface deletion keeps ownership and retries when delete_surface does not queue.
- Dungeon surfaces are unregistered only after deletion is successfully queued.
- Scanner load entities resolve by unit number.
- Hub GUI refresh no longer double-runs timer refresh each second.
- Partial build refunds spill leftover items near the hub when inventory is full.
- Clearance checks consider all players on owned surfaces, not only the owning force.
Version: 0.6.0
Date: 07-09-2026
Features:
- Send all tickbox on the expedition hub sends every item to an orbiting platform, regardless of that hub's logistic requests.
- Abandoned Military Outposts: Facility generator in a random interior room. Destroying it cuts power.
- The vault entrance is a locked facility gate until the command core is destroyed.
- API for Better Achievements (scans, visits, military, cargo, wormholes, and related counters).
Bugfixes:
- Cargo hub no longer shows a no-power alert when only local power is available.
- Cargo bays attached to the expedition hub now launch pods.
- Entering a military room no longer crashes when the loot RNG seed is larger than 32 bits.
- Vault entrance seals with a wall or gate. No longer destroys a placed wall to swap in a gate (that left the opening empty when the gate failed).
- Vault gaps are re-checked while the commander is alive and missing barriers are filled.
- New dungeon generation resets boss-defeated so a prior run cannot leave the vault unlocked.
- Destroying the command core now finishes the objective.
- Command core is the radar again. Destroying the laser turret on it detonates the radar.
- Vault gates open after the command core is destroyed, even if facility power is down.
Version: 0.5.0
Date: 06-09-2026
Features:
- Abandoned Military Outposts are now two-phase expeditions: an exterior installation and a separate procedural interior dungeon over void.
- Military interiors generate from a validated room graph (start, combat, optional branches, boss, reward vault) with planet-themed tiles and defences.
- Facility entrance/exit hatches move players between the exterior and interior. The dungeon map reveals room by room.
- Destroying the tracked command unit unlocks the vault and starts the existing collapse timer so the site must be evacuated.
Bugfixes:
- Player-built Deep Space Scanners register immediately again (merged duplicate on_built_entity / script_raised_built handlers).
- Expedition cleanup no longer wipes asteroid chunks or floor items on orbiting platforms only the expedition surface is purged.
- Pause Miners is applied on toggle and when drills are built, not rescanned every cargo tick.
- Military Command Core completion now matches the stored unit number so unrelated radars cannot finish the objective.
- Entering a military facility no longer crashes; interior lighting uses the existing orbital power feeder helper.
- Military interiors use a black void instead of the space starfield. Dungeon walls and void block mech armor flight.
- Room chests are no longer owned by the hostile force; they unlock after that room is cleared.
- Military interior walls are indestructible.
- Interior bulkheads block turret and player fire; laser beams no longer cut through walls.
- Interior room chests get loot on spawn. Empty chests in an already generated facility fill when you enter the room.
- Leaving the facility returns you to the entrance, not the expedition cargo hub.
- Entering a military facility no longer crashes when placing locked vault doors.
- Fixed load crash from stray syntax after harden_wall in military common.
Changes:
- Expedition detection and classification flow updated for the scanner GUI.
Version: 0.4.1
Date: 03-09-2026
Bugfixes:
- Collapsed expeditions no longer stay up if a platform still has it on its schedule.
- Platforms travelling away from expeditions should keep the expedition alive.
Version: 0.4.0
Date: 01-09-2026
Features:
- Expedition cargo hub: Pause miners checkbox.
- Expedition cargo hub shows power status (orbital, local, or unpowered).
- Improvements to space expedition collapsing still not finalised.
Changes:
- Debris fields use shattered platform chunks and heavy wreckage instead of a square pad.
- Debris and salvage wreckage fields no longer spawn asteroid collectors.
- Asteroid ore margin from field edge reduced from 5 tiles to 2.
- Military outpost Command Core is enclosed by a wall ring with a south entrance.
- Expedition cargo hub storage reduced from 80 to 40 slots 8x8 to 5x5 size. **CAUSING ISSUES MAY REVERT**
- Removed export-to-orbit; cargo export follows platform hub logistic requests only.
Bugfixes:
- Fixed crash when an expedition surface is deleted while the cargo hub GUI is open.
Version: 0.3.1
Date: 01-09-2026
Bugfixes:
- Military outpost loot chests are neutral so they can be opened after the base is cleared.
Version: 0.3.0
Date: 28-08-2026
Bugfixes:
- Fixed crashes when abandoning expeditions and using Go to.
- Dying on an expedition now respawns the player on Nauvis.
Changes:
- Redesigned the Deep Space Scanner GUI with centred cards, native progress bars, View buttons,
and Discard / Abandon controls.
- One scan now fills all available expedition database slots in the current region.
- Deep Space Scanner is now 5x5 and uses Space Age icons directly from the game.
- Expedition cards and Space Map icons have been simplified and standardised.
Features:
- Added the Deep Space Scanner for discovering expeditions from space platforms.
- Expeditions are now stored in a limited per-force database and no longer spawn automatically.
- Unvisited signals expire after a 5-minute lock period.
- Scanning is now region-based, with planet-specific expedition families.
- Resource asteroids remain stable until 80% of their resources have been mined, then begin
their collapse countdown.
- Added Military Expeditions with hostile bases, threat levels, Command Cores, and quality loot.
- Added planet-themed anomalies for Nauvis, Vulcanus, Fulgora, Gleba, and Aquilo.
- Added rare linked wormholes that can shortcut space platform travel.
- Abandon now requires an orbiting platform and returns players before removing the expedition.
- Improved military base layouts, asteroid terrain, resource generation, and expedition cleanup.
- Expedition discoveries and Space Map visibility are now tracked separately per force.
Settings:
- Added expedition database capacity and scanner duration settings.
- Expedition duration now controls asteroid collapse and comet encounter timers.
Debug:
- Added /se-scan, /se-discover, /se-instability, /se-resource-status, /se-abandon, and
/se-clear-expeditions.
Version: 0.2.0
Date: 28-08-2026
Bugfixes:
- Ore around the cargo hub no longer starts one tile out.
- Cargo pods stop launching when the orbiting platform hub is full.
Version: 0.1.0
Date: 27-08-2026
Features:
- Added Asteroid Mining Expeditions to the Space Map. Discover resource-rich asteroid fields,
fly a space platform to them, land, mine them with normal drills, and escape before the
asteroid collapses.
- Added Deep Space Exploration, which unlocks the Deep Space Scanner once researched.
Only one asteroid field can be active at a time. After an expedition ends, another appears
after a random delay of 5-15 minutes by default.
- New expeditions are chosen from unlocked planets. The previously used planet is skipped where
possible so later planets still have a good chance of being selected.
- Asteroids roll a random size from small to huge, along with their resource and richness.
Common ores are the most likely finds, while plates, tungsten, holmium and uranium are rare.
- Expeditions can be linked to Nauvis, Vulcanus, Gleba, Fulgora or Aquilo, with each planet
using its own resource pool.
- Each planet has one asteroid location for each available resource type.
- Requires StarMap Background. Inner-planet expeditions appear in the Fulgora-Aquilo asteroid
belt, while Aquilo expeditions appear in the outer belt beyond the solar-system-edge line.
- Asteroid locations belonging to the same planet are spread around the belt to stop their
Space Map labels overlapping.
- Asteroids are named after their main resource, such as Coal Asteroid or Calcite Asteroid.
- Space Map labels show the associated planet alongside the asteroid resource. Inactive routes
stay dark and locked, while the currently active expedition becomes available.
- Expedition routes use the vanilla planet-route style, showing the home planet, asteroid
resource and yellow route arrows.
- Surface-list icons are split between the home planet and asteroid resource and sort underneath
their associated planet.
- Every asteroid generates as one continuous landmass containing a single resource, with the
resource filling the interior and a bare rocky ring around the edge.
- Processed materials such as plates and carbon can appear as their own asteroid types instead
of being represented by their original ore.
- Resource patches are extremely rich. A normal mining drill placed over the main patch should
see well over one million expected resources.
- Sulfur patches use yellow iron-ore graphics and lithium patches use a cream tint. The actual
items are unchanged.
- Orbiting an asteroid uses its resource icon as the location background.
- Each asteroid displays its name, expedition details and remaining time above the cargo hub.
- Landing on an asteroid automatically deploys a cargo hub.
- Opening the cargo hub shows the remaining expedition time and provides a button to ride a
cargo pod back to an orbiting space platform.
- Full item stacks stored in the cargo hub are automatically launched to platforms waiting at
the asteroid. Pods launch one at a time and one hatch is kept free for player evacuation.
- Added cargo-pod travel between platforms stopped at the same location. The default shortcut
is CONTROL + T.
- Leaving an asteroid uses the cargo-hatch launch animation and immediately switches the camera
to follow the player's cargo pod.
- Space platforms orbiting the asteroid provide power to machines on its surface.
- The entire asteroid acts as one electrical network, so power poles are not required.
- Ghost building can use construction items stored in the cargo hubs of platforms currently
orbiting the asteroid and uses the same scaffolding animation as space-platform construction.
- Deconstructing buildings returns recovered items to the cargo hubs of orbiting platforms.
- Small asteroid impacts begin when 10 minutes remain.
- Medium asteroid impacts begin when 5 minutes remain.
- Large asteroid impacts begin when 1 minute remains.
- Incoming asteroids target the interior of the landmass and explode on impact.
- The cargo hub and the tiles directly underneath it remain protected during the normal
bombardment.
- Discovering an expedition creates a custom alert using the asteroid's resource icon. Clicking
the alert opens that asteroid on the Space Map.
- Collapse warnings use the same alert system along with the enemy-expansion warning sound.
- The final evacuation warning always gives players a full 10 seconds before collapse begins.
- Aquilo 9 - Resupply from the Sky plays during the final 10 minutes of an expedition.
- Once the timer expires, huge asteroids begin bombarding the field and can destroy the cargo
hub.
- Players are not immediately removed when the timer reaches zero. They remain on the asteroid
until a huge impact destroys the cargo hub, at which point they are launched back to an
orbiting platform in a cargo pod.
- Platforms still parked at the expedition are redirected after the final barrage.
- The asteroid surface is deleted once the expedition has ended.
Settings:
- Added a setting for expedition duration.
- Added settings for minimum and maximum discovery delay.
- Added a setting for resource richness.
Debug:
- Added /se-spawn to manually spawn an expedition.
- Added /se-expire to force the current expedition into its expiry sequence.
- Added /se-status to display expedition status information.
- Added /se-reset to reset the expedition system.
- Added /se-timer to modify or inspect the expedition timer.
- Added /se-small, /se-med, /se-big and /se-huge to manually trigger asteroid impact waves.
- Expire and wave commands automatically target the asteroid the player is standing on,
remote-viewing, or whose cargo hub they currently have open.