v2026.05.31

A new update for Bconomy has been released.

New Features

  • Cooling Bay. (TheCarriedOne)
    • Once you own a Mint and a Refinery bay, you can build a Cooling Bay as your 3rd bay.
    • Cooling Bays don’t produce BC or Salvage – their job is to provide cooling for your hot bays so they can hold full speed when covered.
    • The network panel shows total cooling output and how much is in use; each hot bay shows what it needs vs what it’s getting and a throughput effectiveness %.
    • Cooling is consumed from a per-bay coolant store. Use the Cooling Bay’s Coolant popover to Deposit Cryo Gel. If the store runs dry, cooling falls to a 10% cap and covered bays slowly heat up.
    • New items: Frostsac (Hunt loot) and Cryo Gel (crafted from 50 Frostsac + 30 Insulating Resin).
  • Thermal Routing & per-bay allocation. (TheCarriedOne)
    • New research node Thermal Routing unlocks a per-bay cooling allocation control. When unlocked, the Cooling Bay card shows an Allocation split-bar popover so you can route more cooling to specific heat bays instead of splitting evenly.
    • Thermal Master now requires Thermal Routing first (so you may need the new node before you can re-unlock the node/title).
  • Cooling Output Efficiency & Surge Capacitor. (TheCarriedOne)
    • Cooling Output Efficiency upgrade: +3% cooling output per tier (up to +30%). You will see the real +X.XX% effect text in the upgrade rows and purchase views.
    • Surge Capacitor upgrade: banks spare cooling into a reserve and spends it to cool bays faster right after an overclock burst. The reserve bar shows the live projected reserve and a subtitle with the net throughput rate.
    • Coolant Buffer Expansion and Module Capacity Expansion now apply to Cooling Bays as well.
  • Module list grouping & module-count bar on bay cards. (TheCarriedOne)
    • The “Modules N / Y” line is now a toggle: collapse/expand the module list. There’s also a new ⚙️ module-count bar that switches the list between per-module rows and a grouped-by-level view.
    • Grouped view shows one row per level (e.g. “3 x Level 5”) with an aggregate stat tooltip and group actions (bulk level, bulk Pause/Run).
  • SysOp trophy/title. (Wewert)
    • New trophy/title added: 🧑‍🔧 Bconomy System Operator.

Credits

v2026.05.27

A new update for Bconomy has been released.

Changelog

  • Ballpit buys and amount parsing. (TheDepartedOne)
  • If you use /ballpit/buy and ask for more balls than the pit can hold, the command will now buy as many as fit instead of erroring. No more failed buys when you overshoot, it just fills the pit.
    • Remaining commands that take amounts now understand formatted numbers like 1k and 123,456. That parsing is used consistently for reserve/autosell limits, market max price, and bulk boost amounts, so typed amounts behave the way you expect.
  • Refinery heat display when a bay goes idle. (TheDepartedOne)
    • The Refinery heat bar will now show the bay cooling once its basket runs out or its output buffer fills.

Credits

v2026.05.25

A new update for Bconomy has been released.

New Features

  • Relay heat redesign. (TheDepartedOne)
    • Bays no longer shut down or sit in a forced recovery. A hot bay just runs slower and keeps ticking the whole time. For more details, read the related blog post.

Improvements

  • Relay bay panel state persistence. (Shadybliss)
    • Relay bay panels now remember whether they were open or closed when you leave and return to the page.
    • If a Refinery output is full, deposit is empty or fully consumed, that’s now called out directly in the bay header so you can spot it at a glance.
  • Action button improvements. (Shadybliss)
    • New settings for action buttons:
      • Action Quest Counts: adds a number to the button showing how many quest items are related with the particular action
      • Compact Multipliers: compacts multipliers to show the shorthand version (1,000 -> 1K)
    • Both settings default to enabled. If you want to opt-out, you can do that in Settings.
  • Modifier-aware hotkeys. (TheDepartedOne)
    • Hotkeys can now use modifier combos like Ctrl+Shift+B in addition to single-key binds.
    • Existing symbol-based hotkeys you already set continue to work without any changes at least until 2026-07-01. We suggest remapping the old keys if you used symbols, such as $/%/#, as the keybinds. If you never used them, nothing changes.
  • XenoServer waivers full Salvage cost for Mint. (TheDepartedOne)
    • Using a XenoServer on the Mint bay now waives the full Salvage cost (previously half was still charged).
    • On any other bay it continues to charge half the Salvage cost as before.

Bug Fixes

  • Confirmation dialog Enter key. (Shadox97)
    • Pressing Enter on a confirmation dialog now always confirms the action.
  • Confirmation rules not showing on first open. (TheDepartedOne)
    • Opening Manage Confirmations no longer incorrectly shows “No confirmation rules configured.”.

Credits

Relay heat got a rework

We changed how heat works on your Relay bays. Here is the short version.

No more shutdowns

The biggest change: bays do not shut down anymore. Before, if a bay got too hot it would trip and sit in a long forced cooldown, making nothing the whole time. That is gone. A hot bay now just runs slower, and it never fully stops.

Hot just means slower

Heat works on a smooth slider now. While a bay is cool it runs at full speed. As it heats up it gradually makes less, down to a minimum it will not drop below. So even a maxed-out hot bay keeps producing, it is just working at a lower rate.

Continue reading Relay heat got a rework

v2026.05.23

A new update for Bconomy has been released.

Changelog

  • Relay UI overhaul. (Shadybliss)
    • The Relay Network screens got a visual refresh: more consistent game-themed colors across status panels, bay cards, module rows, and action buttons so things read cleaner at a glance.
    • Clicking a prerequisite link in research graph moves it to that prerequisite.
  • Heat changes. (TheReturnedOne)
    • A full bay now cools from full pool to zero in about 15 minutes when switched off, and forced recovery finishes in about 30 minutes.
    • You can now apply DX Coolant to a bay that is in forced recovery to shave time off its recovery pool.
    • Interlock Harmony fraction was increased (roughly a +4%/min cooling effect).
    • Overflow Cutoff now correctly works as if the bay is off, dissipating heat as well.
    • Committed basket “time remaining” estimates are now realistic.

Credits