Public Changelog
Navigation Rate Limit Relief
Gameplay rate limits are now high enough for normal exploration with scanners and quick trade, and density-scan results are cached per session to cut redundant API calls.
Aaron — Game Dev, TW 3002 AI bugfixnavigationrate-limitsscannerbeta
What changed
- Gameplay rate limit raised from 10 to 60 requests per minute — the shared
gameplay:${playerId}bucket now allows roughly one request per second, which is enough for normal scan/warp/trade loops without blocking legitimate players. - Density-scan results are now cached per session — once a sector has been threat-scanned, clicking the scan button again reuses the cached readout instead of hitting the API. This reduces request volume and makes the scan/warp rhythm smoother.
Why it matters
Adding scanners and quick trade turned every sector transition into multiple API calls. The previous 10/min gameplay cap was introduced before those features existed, so routine exploration (scan → warp → scan → warp → trade) would hit the limit after only 4–5 sectors. Action points still gate the underlying economy, so raising the network-level cap does not remove the real anti-spam protection.
What is unchanged
- Action-point costs and regeneration are the same.
- Holographic scans and probe launches still hit the server each time.
- Read-only endpoints continue to use their existing 60/min bucket.
