Starlane

What changed

Starlane is built in the open and mostly built from the signal board. Ideas from players are marked, with what shipping them paid.

Plot the burn

UA88

2026-10-01 · from the signal board — FAXTORIAL · 0 paid

  • Every lane now has a chart. Tap Plot beside a jump on the map: seven columns of space between the two beacons, with open space, dust that drags, gravity wells that pull you through for less, and rock you cannot cross.
  • Tap one cell in each column, climbing or dropping a row at a time. The screen prices your course as you draw it against par — the cheapest course on that chart.
  • Fly it at par and the jump burns 85% of its posted fuel. The autopilot's straight line costs exactly what a jump always has; a course worse than it costs more.
  • Then watch it: the flight screen draws the course you plotted and where on it your ship is.
  • Nothing else changes — the flight takes the same time and whatever is out on the lane is still out there. Rather not? Depart and Survey are still one press.
  • A new chart every jump, so a lane flown twice is two different puzzles.

Stack the bay yourself

UA87

2026-10-01 · from the signal board — FAXTORIAL · 0 paid

  • A cargo-hand shift on the dock is now a bay you stack. Crates come up the lift in order, each marked for ship A, B or C; tap a bay for every one.
  • The ships call A, then B, then C. A crate for a later ship sitting on an earlier one's has to be shifted out of the way, and every shift is your time. Nothing goes on a fragile crate.
  • Stack it to par — the fewest shifts that manifest allows — and the shift runs in four-fifths of its posted time. The screen counts your shifts and quotes the minutes before you take it. Stack it badly and it runs longer.
  • The pay never changes. A good stack saves you time, not money — and it is still the floor of the economy, never better than the nastiest work on the board.
  • Every dock board now has a cargo shift on it. Rather not? Take any posting from the table exactly as before.

You draw the cut now

UA86

2026-10-01 · from the signal board — FAXTORIAL · 0 paid

  • Every wreck is a board of hull plates: sections of scrap, live power conduits and fuel tanks. Before you claim it, tap the torch's route across it — from the edge, one plate at a time.
  • Sections on your route come free; anything you leave off it breaks up with the hull. Cut through a conduit and it slags a unit of the next section; cut through a tank and it holds the torch up.
  • Match par — the shortest clean route on that board — and the strip runs 12% faster. The screen grades your route as you draw it, so you know the cost before you commit.
  • Then watch it happen: the torch works your route plate by plate while the strip runs.
  • Rather not? The standard cut is still there and is exactly what it was. A plan can never get you more material than the wreck holds — only lose some, or save time.
  • Fixed: a raider's wreck used to show as an empty black box. Every hostile now has its own drawn wreck, and every wreck comes apart piece by piece.

The lattice lights up as you solve it

UA85

2026-09-30 · from the signal board — FAXTORIAL · 0 paid

  • Conduit pieces now go green the moment power reaches them, spreading out from the top-left corner as you turn the board round. The panel counts them for you — "9 of 16 carrying" — so a good turn shows immediately instead of nothing happening until the very last piece drops in.
  • Green means power got here, not "this piece is right". There is no such thing as one piece being right: a conduit is only right or wrong next to its neighbours, and the same piece in the same position belongs to the line on one board and is a dead end on the next. So a fully green board can still be unfinished — a stray arm pointing into the wall costs nothing. The line at the top still has the last word on whether you have joined it.
  • A bug you may have hit yesterday: the odds above the button could lag the board by a blink. Join the line and the grid lit, but the percentage sometimes took a moment to agree. It now changes in the same instant the board does.
  • Asking for a fresh lattice now hands you a clean one. Before, any turns you had already made were still applied to the new board.

The bench will lay you a line before it takes the work

UA84

2026-09-29 · from the signal board — FAXTORIAL · 0 paid

  • A workshop will now deal you an alignment lattice — a grid of conduit pieces, tapped round until the line runs unbroken from one side to the other. Join it and your next enquiry is a few points more likely to find something. It is free, you can ask for a new one any time, and you can ignore the whole thing.
  • You asked for a puzzle you had to solve before commissioning, and we made it one you can skip. Two reasons, and both are about who a gate would actually hit. This game gates things on time and on paperwork, never on how sharp you are, and putting the workshop's main verb behind a puzzle would have been the first time it did. And a gate would be free to anybody who writes a script against our API while being a real chore for somebody doing it by hand on a phone — which is exactly backwards from who it is for.
  • It is worth most to a new pilot, and that is not a kindness — it is arithmetic. Odds have always been capped at 85%, and an experienced engineer with a full hold is already at that ceiling, so a board buys them nothing at all. Somebody who just qualified goes from 25% to 32% on a 6×6. If you are at the cap, the receipt tells you the board was spent and bought nothing rather than letting you wonder.
  • A board is yours until you spend it. One at a time, it waits for you at any bench, and the commission that uses it consumes it. Turn a cell back and the points come off before you press anything — what the screen quotes is what you get.
  • It needs scripting, and it is the only thing at the bench that does. With scripting off there is no board to turn and your enquiry is priced exactly as it always was.