This update makes Deepfield’s logistics systems more reliable, more consistent, and much easier to follow.
The big change is a full rebuild of utility shuttles: cargo, personnel, and builders now share a single persistent work system with proper docking queues, cross-sector jobs, and far better recovery when things go wrong.
I've also added a new Fleet Work panel, improved display support (including ultrawide and fullscreen fixes), persistent asteroid scanning, and a large number of fixes across construction, refitting, and crew transport.
Fleet Work
A new Fleet Work panel shows all active fleet jobs in one place.
It includes:
supply, construction, repair, refit, and personnel work
progress, location, and assigned shuttle
blockers and task priority
pause/resume/cancel controls
Only real, executable work is shown, and it remains visible across sectors.
Utility shuttles
Shuttles now use a shared persistent logistics system.
they keep their tasks through interruptions
don’t abandon work when new jobs appear
use proper docking queues instead of blocking ports
immediately pick up new work after finishing a job
Cargo logistics
Cargo handling is now more stable and predictable.
multiple shuttles can safely contribute to the same demand
no more mid-transfer consumption issues
partial loads are handled correctly
fighter bays can be resupplied automatically
persisted cargo restores correctly on load
Construction & refitting
Builders and refits are now more robust:
jobs no longer stall entire queues
builders continue automatically when requirements are met
refits can run work in parallel where possible
cancelled refits properly restore ship state
multiple stuck-state bugs have been fixed
Personnel transport
Crew transfers now follow the same persistent system as other logistics.
multi-source crew pickups supported
interrupted transfers preserve crew correctly
cancelled transfers return personnel safely
shuttles continue working after deliveries
HQ deliveries now use a real carrier that performs the same shuttle-based process as the player.
Display & ultrawide
Display handling has been rewritten:
proper windowed, borderless, and fullscreen modes
ultrawide and high-DPI support
refresh rate selection
safer fallback for invalid settings
improved resolution selector UI
Scanning
Asteroid survey data now persists correctly:
scan progress survives reloads
fully scanned asteroids stay complete
mass is treated as discovered data
duplicate scan events no longer conflict
UI & persistence fixes
build queue updates no longer desync
jump fuel display is stable across updates
reduced UI flicker in several panels
destination controls remain stable after state changes
Under the hood
Fleet operations now run on persistent Hive state rather than sector-local simulation.
Shuttle work continues independently of what the player is currently viewing, and jobs are derived from real positions rather than simulation boundaries.
Most of this is invisible; but it should now behave correctly far more often.