Public Changelog
Bug Fix: Route Controls Through Sector 0
The Route Overlay and Plot Course modal now correctly show warp controls when your planned route passes through sector 0 (FedSpace Alpha).
Aaron β Game Dev, TW 3002 AI bugfixbetauinavigation
What changed
Bug fix
- Warp button appears for sector 0 routes β Sector 0 (FedSpace Alpha) is a real transit sector connected to the StarDock at sector 13. Previously, if your plotted routeβs next hop was sector 0, the Route Overlay would show ββ Route state out of syncβ instead of the βπ Warpβ button.
- Plot Course modal also fixed β The same falsy-value handling could hide warp controls in the Plot Course modal when routing through sector 0.
- Sector 0 is now accepted as a destination β The Plot Course input, scanner selection, and
?plotCourse=0query path no longer reject sector 0 as an invalid target. - Danger info for sector 0 neighbors β The batch danger endpoint no longer drops sector 0 from neighbor threat previews.
What was wrong
Several UI paths treated the sector ID as a boolean or required it to be greater than zero. Because JavaScript considers 0 falsy, a perfectly valid route through (or to) sector 0 was falling into error branches.
What this means for play
- Routes that pass through or end at FedSpace Alpha now work like any other route.
- You no longer need to manually warp to sector 0 and re-plot your destination.
