
Colonize new planets using a Colony Module ship
A ship equipped with a colony module (`rock_colony_modul`) now features a "Colonize" button in the ship control panel. Using this turns an unoccupied planet beneath the ship into your colony, consuming the ship in the process. The new colony starts with 5,000 units each of Metal, Organics, and Isotopes, plus an "Improvised Construction Yard" (capable only of building structures; 1,000 construction points). The map and the planet menu on the left reflect this change immediately. Planets now require a Space Yard to construct ships.
Demolish buildings + Improvised Construction Yard on empty planets
Every building in the facility list now has a demolition button. Upon confirmation, the building is removed without a refund, and stockpiles are reduced to the new maximum capacity. If no buildings remain on the planet after demolition, the Improvised Construction Yard can be built for free.
Cancel construction orders (full refund)
Every order in the construction queue (buildings and ships) now has a cancel button. Costs are fully refunded, even if construction has already partially progressed.
Ship Editor: Module selection remains active
A selected module remains active, displaying a semi-transparent preview at the cursor. Left-clicking on a suitable empty cell places another instance of the module; right-clicking cancels the selection.
Empire Generator: AI pirates can be disabled
New checkbox: "Activate AI Pirates." If unchecked, there will be no pirate faction, pirate base, or pirate ships. This setting is saved with the game; existing save files will load with pirates enabled.
Save files from v0.19.13 remain compatible. Any existing "Colony HQ" will be renamed "Improvised Construction Yard" after loading.