X-Eve Living Universe is an independent source patch for a compatible v0.12.3.1 server baseline. It adds a persistent virtual NPC population, regional economic activity, materialized traffic around players, conflict, industry, logistics, and supporting performance controls.
This is a patch-only repository, not a runnable server distribution. It contains neither the compatible server baseline nor an EVE client, CCP assets, databases, certificates, generated portraits, or private server configuration. Obtain a compatible base independently and apply the patch to your own clean copy.
v0.2.2 is the current release for the exact EveJS v0.12.3.1 compatible
baseline. It includes the replacement-economy, procurement, mobilization,
faction-hostility, kill-credit, and industrial-crew updates developed after
the first public build, plus first-start, X-Eve scheduler-capacity, and
Docker launcher-readiness fixes.
Back up any installation and world data before applying the patch.
X Command is intentionally not included in this repository. The Living Universe core keeps the industrial-crew services and adapter-neutral command seams that a separate X Command package can use later, without coupling this patch to its web interface, API, authentication, or account-linking layer.
The current patch targets one exact v0.12.3.1 compatible server baseline. The independently obtained archive used to build and verify this release has this SHA-256:
1DEB61A51F808D9F2B330214DA64EC297D9EE5F96EE4B8265692A65F35EEFC1E
Check an archive in PowerShell with:
Get-FileHash -Algorithm SHA256 'C:\path\to\EveJS-v0.12.3.1.zip'Do not apply the patch to another server version, an already modified tree, or your only working copy. The installer validates the expected v0.12.3.1 baseline before changing anything and stops on a mismatch.
You need Git for Windows, PowerShell, Node.js, Rust, and the Visual Studio C++ Build Tools used by EveJS's standalone market service. Stop the server and its supporting services, extract a clean v0.12.3.1 base, then run:
powershell -ExecutionPolicy Bypass -File .\installer\Install-XEvePatch.ps1 `
-EveJSPath 'C:\path\to\EveJS-v0.12.3.1'The installer applies the single versioned patch, verifies the result, and rolls back automatically if an installation step fails. The batch-file wrapper is equivalent:
installer\Install.bat "C:\path\to\EveJS-v0.12.3.1"Verify the installation separately with:
powershell -ExecutionPolicy Bypass -File .\installer\Verify-XEvePatch.ps1 `
-EveJSPath 'C:\path\to\EveJS-v0.12.3.1'See Installation for backup, verification, test, and uninstall details.
The patch installs its public Living Universe profile as part of EveJS. After
the usual EveJS client setup, double-click the ordinary root Play.bat.
If the server is not running, Play.bat starts the normal StartServer.bat
path automatically. That path starts the market dependency, the EveJS server,
and then waits for the 5,000-pilot universe, X-Eve, market stock cache, and
proxy before launching the client.
When a Docker server is already running, Play.bat accepts the reachable game
and proxy endpoints as ready without requiring Windows to read
container-internal runtime telemetry or validate a Linux PID. This prevents
the launcher from starting a conflicting native server alongside Docker.
There is no X-Eve-specific player launcher and no private test profile. Normal
first-run setup starts from the imported Jita + New Caldari base market data.
The same regular startup synchronizes the NPC-station directory and Living
Economy creates only missing raw-mineral seed-stock rows at the 37 regional
hubs; no manual bootstrap is required. Existing rows, including rows depleted
to zero, player orders, and market history are left unchanged.
server\scripts\bootstrapLivingEconomyMarket.js remains an administrator/reset
tool only.
The first launch also compiles the market service, and later launches
automatically rebuild it when its sources change. This can take several
minutes. If the Rust/C++ toolchain is missing, run EveJS's bundled
tools\InstallRustForMarket.bat once, then use Play.bat normally.
The installed profile creates 5,000 persistent pilots. Local chat shows the pilots currently present in the player's system; pilots travelling between systems or intentionally delayed by session transitions are correctly absent until they arrive.
Keep evejs.config.x-eve.json unchanged because it is part of the verified
patch. Put personal X-Eve capacity or feature overrides in the optional private
evejs.config.x-eve.local.json; ordinary EveJS settings can continue to use
evejs.config.local.json.
The normal performance reference is a 100 ms tick interval. Treat 120 ms p95 as a warning and 130 ms p95 as a load-test ceiling, not a normal playing target. The optional 10x off-grid travel multiplier is for testing only: it accelerates unobserved virtual travel while observed and materialized ships continue using normal movement timing.
See Configuration and Performance before changing population or physical NPC budgets.
- Persistent NPC pilots with affiliations, roles, racial doctrines, loadouts, local presence, and portrait support.
- Deadline-driven virtual travel across the universe, with ships materialized only where players can observe them.
- Mining, freight, procurement, regional stock, manufacturing, and market flows designed around conserved inputs and completed deliveries.
- Demand-driven war procurement that players can fill, bounded NPC refinery output, pirate-faction replacement supply, and a closed-loop mobilization controller that scales logistics and industry when losses outpace recovery.
- Witnessable combat, pirate activity, security responses, losses, and the resulting replacement demand.
- Per-player faction hostility, standing-based shoot-on-sight behavior, and player kill credit for living-faction losses.
- Corporation-visible industrial crews with Local and corporation-chat presence, friendly relationship projection, pooled defensive drones, and durable crew-level navigation.
- Bounded schedulers, physical-ship caps, durable state, economy telemetry, and performance admission controls.
- Separately gated estate, wormhole, live-event, and X-Eve experimental systems; the installed play profile enables the verified public set.
Read Architecture for the simulation model.
patches/v0.12.3.1/x-eve-living-universe-v0.2.2.patch- the single versioned source patch.installer/- baseline validation, installation, verification, rollback, and uninstall helpers.docs/- public installation, configuration, architecture, and performance notes.
No patched server tree is stored here. Runtime data and private deployment details do not belong in this repository.
This project is independent and is not affiliated with, endorsed by, or sponsored by CCP Games or any upstream server project. EVE Online and all related names, logos, marks, and game assets are the property of their respective owners; EVE-related trademarks belong to CCP Games. No CCP client, assets, or server baseline are redistributed here.
The license in LICENSE applies only to original contributions in this patch repository. It does not grant rights to any compatible server baseline, EVE Online, or other third-party material.