Events are how players find out what happened. Every change the tick makes writes one.
The event log
GET /v1/eventslists a player's own events and public ones, oldest first.nextpassed back asafterpages forward.- Each event has a
type, atick, theentity_kindandentity_idit happened to, anddata./docsgives each type's data. - Public events, such as
player.createdandlocation.named, go to everyone. - World events go only to witnesses: players with a ship or station in the system when they happen.
- A failed order sends
order.rejected, with itscode. - A player's own events are deleted after 30 days. World events are kept for good, since body histories and causes follow them.
The stream
GET /v1/events/streamsends the same events as Server-Sent Events, as they happen.- Each message's SSE
eventis the event type, and itsidis the event id. - A
tickmessage follows each tick's events, and one is sent on connecting. ?after=or theLast-Event-IDheader resumes after an event.
The digest
GET /v1/events/digest?since= sums up a span of ticks:
| Field | Holds |
|---|---|
idle |
Ships with nothing to do |
blocked |
Facilities whose finished output does not fit |
building |
Builds under way, and when each is done |
stopped, stopped_by_reason |
Jobs that ended early, and their count by reason |
rejected |
Hand-sent orders that failed |
built, mined |
What was built, and what was mined |
standing |
What each trigger and schedule did: fired, orders sent, failures by code, ends |
Causes
- A world event names the rule that fired and the values that made it, such as a temperature and a melting point.
- Each body remembers the last world event that changed it. A later world event about it lists that one in
after. GET /v1/events/{id}/chainfollowsafterback and returns the whole chain, oldest first. It shows only events the player witnessed.- A body's history tells how a seen body came to be. See Exploration.
Where to look
| Area | Events |
|---|---|
| Orders | order.rejected, order.recalled |
| Travel and work | entity.departed, entity.arrived, extraction.yielded, job.stopped, ship.worn |
| Production | recipe.completed, recipe.blocked, entity.built, job.paused, job.resumed |
| Exploration | location.surveyed, body.prospected, site.found, derelict.taken_apart |
| Infonet | packet.waiting, packet.lost, packet.blocked, relay.lost, segment.cut, report.received, message.received |
| Combat | engagement.started, entity.hit, entity.disabled, entity.captured, entity.wrecked, shot.incoming |
| Standing orders | trigger.fired, trigger.changed, schedule.changed, schedule.ship |
| Companies and contracts | contract.accepted, payout.owed, control.offered, control.changed, claim.changed, company.audited |
- Bookkeeping, such as tags and groups, writes no event.