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Save and Spatial Migration
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Historical validation or review record. Keep its dates, build identities and acceptance limits; it is not a statement that every later release was tested the same way.
This is a new Rust workspace, preserving the earlier repositories unchanged. The source review used local checkouts; it did not establish current deployments.
| Earlier project | Design carried forward |
|---|---|
| Elixir arkline-core | Pilot journey, command boundary, persistent ships, mining, escrow market, audit events |
| arkline/arkline_app | Event-oriented universe observation and generation concepts |
| Celestial/resource/sector Rust generators | Future source material for procedural generation |
| Apple ArklineEngine | Navigation, warp, fitting, damage and cockpit reference |
The first acceptance scenario comes from the Elixir game's pilot-loop testing: undock, travel, mine, dock, sell, recover. This preview covers that economic journey; combat, insurance, manufacturing, scripting, corporations and editor tools are not ported yet. No legacy assets, account data, secrets, or deployment credentials were copied into this repository.
Important deliberate changes:
- Economic changes and audit events commit atomically; the inspected legacy market fill performed several separate updates before publishing its audit event.
- The independent verifier is a separate executable with its own replay logic.
- Issuance is explicit rather than implied by ambient NPC orders.
- One Cargo workspace keeps the local development journey accessible. Each logical component does not need its own network service or repository.
- The older code's gameplay federation means corporate alliances. It is not reused as evidence of community-operated infrastructure.
The existing Rust procedural generators used seeded generation alongside random UUIDs. They require stable identities and reproducibility tests before serving as verifiable universe generation. They have not been copied into this release.
World spatial version 2 moves the belt to 2 AU and gates to multi-AU coordinates. Existing ships retain their offset from the nearest old station, belt or gate; asteroid IDs and remaining ore are retained. Manual navigation stops during the one-time migration and an active old warp is replanned from its migrated position. Cargo, credits, orders and ledger events are unchanged. Make a SQLite-consistent backup before upgrading. Older clients/servers must not reopen an upgraded world; restore the pre-upgrade backup to roll back.
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Official documentation for Arkline by P.Industries. Independent forks and experiments are welcome; official network authority and branding have separate boundaries.
Start here
Arkline Editor
- Overview
- Projects and play
- Rooms
- GLB assets
- Engineering and service paths
- Fleet finish
- Hull surface
- Cockpit panels
- Equipment and exterior
- Event flow
- Shared sessions
- Community
- Debug and physics lab
Play and understand the client
- Flight and cockpit controls
- Browser client
- Station hangar and quarters
- Pioneer room controls (development preview)
- Pioneer equipment catalog
- Ship computer and resource jobs
- Sound and voice
Build and extend the engine
- Game API
- Architecture and economic verification
- Models and community artwork
- Living-world design
- Identity integration plan
Operate and release
- Transport security
- Web origin TLS
- Private world deployment
- Public relays and downloads
- Public transport limits
- Self-hosted CI and deployment
- Release publication
Evidence, history and policies
- Developer alpha readiness
- Validation history
- Stability audit
- Station assets audit
- Save and spatial migration
- Legacy systems review
- Licensing
- Security and reporting
Ship design archive — all seven ships, concept history and proposed interiors. Onboard systems covers proposed power, RF/data, air, water and cooling.
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How ship subsystems work together — power, control, life support, water, cooling, fire response and the mining loop; implemented behavior distinguished from proposals.
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Pioneer interior development preview — both decks, twelve rooms, implemented behavior and acceptance limits.
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Ship art contribution checklist — scale, component separation, rights, previews and offline GLB inspection.
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Vessel engineering contract — proposed system lifecycles, energy production/rejection, mass accounting and structural load requirements.
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Pioneer model runtime — embedded GLB, source model, supported materials, performance limits and remaining gaps.