v2026.06.05

A new update for Bconomy has been released.

New Features

  • Research effect toggles. (TheDepartedOne)
    • You can now turn a purchased research node’s passive effect off and back on without losing the node or its prerequisites.

Improvements

  • Clearer, tighter effect previews. (TheDepartedOne)
    • Effects of research is now easier to read.
    • Research cost is visible before unlocking prerequisites and after purchasing.

    Credits

    v2026.06.04

    A new update for Bconomy has been released.

    Changelog

    • Nav menu badges (Pets / Farm / Ball Pit). (TheDepartedOne)
      • If you have the Bay Telemetry research, small badges now appear on the main nav entries for Pets, Farm, and Ball Pit.
      • Pets badge shows time until the soonest adventuring pet runs out of energy.
      • Farm badge shows watering status (countdown or “Ready”).
      • Ball Pit badge shows the current ball type at a glance.
    • Mystical Balls shortcut in Ball Pit menu. (TheDepartedOne)
      • The Ball Pit menu now shows how many Mystical Balls you own and a compact “Use” button so you can spend one without leaving the menu.
    • Equip shortcuts for Auspicious Coin and Rainmaking Amulet. (TheDepartedOne)
      • The Coinflip menu now shows your Auspicious Coin count and an Equip max button so you can equip as many coins as your slots allow in one click.
      • The Farm view now displays a Rainmaking Amulet bar (equipped / cap + owned count) below the status bars; click it to equip up to your cap.
      • If your equip slots are full, equipping via the shortcut now automatically unequips enough other equipped items (they return to inventory) to make room instead of failing.
    • Relay bay state feedback: badges, bars, and per-bay coolant. (TheDepartedOne)
      • Relay bay cards now show clear timing and state info: remaining overclock time, cooldown end, and how long active DX Coolant will last on that bay.
      • A single clear Stalled badge replaces the older mix (hover it to see the reason), and new bars show mint fuel remaining and refinery deposit remaining.
      • DX Coolant can be active per bay (you can run coolant on mint and refinery at the same time), and the heat readout is now next to the bay name consistently on desktop and mobile.
    • Ball Pit draw no longer blocks post-win buys. (TheDepartedOne)
      • After a Ball Pit draw finishes and the winner is broadcast, players can now buy balls immediately. Previously some players saw the error "Pit was drawn recently!" for a few seconds after the announcement; that no longer happens.

    Credits

    v2026.06.01

    A new update for Bconomy has been released.

    Bug Fixes

    • Cooling Bay only burns Cryo Gel when cooling is in demand. (TheCarriedOne)
      • The Cooling Bay no longer wastes Cryo Gel when nothing actually needs cooling. If every Mint/Refinery is cool or idle, the bay will stop consuming coolant.

    Credits

    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