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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 route’s next hop was sector 0, the Route Overlay would show β€βš  Route state out of sync” instead of the β€πŸš€ Warp” 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=0 query 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.