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<title>0hp: EVE Online</title>
<link href="https://0hp.com/"/><link rel="self" href="https://0hp.com/games/eve/feed.xml"/>
<updated>2026-09-03T00:00:00Z</updated>
<author><name>0hp</name><uri>https://0hp.com/</uri></author>
<id>https://0hp.com/games/eve/feed.xml</id>
<entry>
<title>EVE Online is rebuilding the screen you fly by, and you can opt out for a long time</title>
<link href="https://0hp.com/news/eve-online-hud-rebuild-opt-in/"/>
<id>https://0hp.com/news/eve-online-hud-rebuild-opt-in/</id>
<updated>2026-09-03T00:00:00Z</updated>
<published>2026-08-29T00:00:00Z</published>
<summary>EVE&#x27;s second design blog splits its central dial apart, adds a minimap and slots for consumables, and promises an opt-in phase before anybody is moved onto it.</summary>
<content type="html">&lt;p&gt;EVE Online, which is a long-running science-fiction game about spaceships, is taking apart the
most established screen in it. And
&lt;a href=&quot;https://store.steampowered.com/news/app/8500/view/1842212951296996&quot;&gt;its second design blog&lt;/a&gt;
is unusually explicit about the order. An opt-in phase, then a long opt-out phase, then a full
switch only once adoption is high. A first version is aimed at the next expansion, with
no date attached.&lt;/p&gt;
&lt;p&gt;The screen in question is the HUD, which is the set of bars and buttons drawn over the game.
At its centre is the medallion, a round dial carrying your ship&#x27;s speed, its health, its heat,
and its capacitor, which is the energy pool that powers guns, shields and engines. A module is a piece
of equipment fitted to a ship and switched on and off in combat. To overload one is to run it
past its safe limit for extra power and some damage. And the minimap is the small radar view
showing what is near your ship.&lt;/p&gt;
&lt;p&gt;The studio is Fenris Creations, which is the company behind the game. It took that name when
it
&lt;a href=&quot;https://www.eveonline.com/news/view/a-new-era&quot;&gt;announced on 6 May 2026 that it was becoming independent again&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;What changes, and in which release&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Element&lt;/th&gt;
&lt;th&gt;Change&lt;/th&gt;
&lt;th&gt;Stage&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Speed&lt;/td&gt;
&lt;td&gt;Moves out of the medallion into its own controls&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Health&lt;/td&gt;
&lt;td&gt;Shield, armour and hull stay around the capacitor, with clearer proportions and possible ticks&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Capacitor&lt;/td&gt;
&lt;td&gt;Keeps its circle, gains a gauge showing how fast energy is gained or lost&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rack heat&lt;/td&gt;
&lt;td&gt;Moves beside the medallion, pointing at the rack it belongs to&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Overload (running a module past its safe limit)&lt;/td&gt;
&lt;td&gt;Becomes its own interaction; Shift-click is preserved&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Modules&lt;/td&gt;
&lt;td&gt;Clearer active and inactive states, a moving cycle indicator, discoverable shortcuts&lt;/td&gt;
&lt;td&gt;First&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Minimap&lt;/td&gt;
&lt;td&gt;On-grid, metro and system views&lt;/td&gt;
&lt;td&gt;Second&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Boosters&lt;/td&gt;
&lt;td&gt;Dedicated consumable slots with shortcuts&lt;/td&gt;
&lt;td&gt;Third&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Customisation&lt;/td&gt;
&lt;td&gt;HUD as movable components, hideable parts&lt;/td&gt;
&lt;td&gt;Fourth&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;One row there needs a word: boosters, which are consumable drugs that raise a pilot&#x27;s stats
for a while.&lt;/p&gt;
&lt;h2&gt;Our take: what it means for players&lt;/h2&gt;
&lt;p&gt;The rollout plan is better than the redesign, and the redesign looks good.&lt;/p&gt;
&lt;p&gt;An opt-in phase, then an opt-out phase the studio itself expects to run long, then a switch
only once adoption is high. That is how you change an interface people have spent years
learning without taking those reflexes away from them. Compare it with the industry
norm of shipping a new screen on patch day and learning from the forums afterwards. Nobody&#x27;s
Friday night fleet gets ruined by a redesign they did not ask for, and the studio still gets
its modernisation.&lt;/p&gt;
&lt;p&gt;The research is credited where it belongs, and that should be noted. New players were brought
in to be watched. Veterans were interviewed. There were sessions with the player-elected
council the blog calls the CSM, plus a workshop and a booth at Fanfest, which is the game&#x27;s
own convention. The single most useful finding in the
whole blog came from watching newcomers fail to realise the security status element was a
button at all. A designer does not find that by thinking harder.&lt;/p&gt;
&lt;p&gt;Our one reservation is sequencing. Customisation is the thing veterans have asked for longest,
and it is the answer to the screen space a minimap and consumable slots will eat. It is
explicitly last. Screen space is a real cost in a game played in several windows at once, and
shipping the parts that take room before the parts that let you hide them is the wrong order
for the people most likely to opt in early.&lt;/p&gt;
&lt;h2&gt;What&#x27;s next&lt;/h2&gt;
&lt;p&gt;A third blog is promised, covering what comes after this work. The first round of HUD changes
is targeted at the next expansion with no announced date, so nothing here joins
&lt;a href=&quot;https://0hp.com/calendar/&quot;&gt;the calendar&lt;/a&gt; yet.&lt;/p&gt;
</content>
</entry>
<entry>
<title>EVE Online is moving 2.4 million lines of code off a version that died in 2020</title>
<link href="https://0hp.com/news/eve-online-python-3-migration/"/>
<id>https://0hp.com/news/eve-online-python-3-migration/</id>
<updated>2026-09-03T00:00:00Z</updated>
<published>2026-08-28T00:00:00Z</published>
<summary>EVE has started moving off Python 2.7 onto Python 3. The measured scale: 3,300 lines that stop the build, and 20,000 more that work fine and behave differently.</summary>
<content type="html">&lt;p&gt;EVE Online, which is the long-running space game Fenris Creations makes, is being moved off
Python 2.7. That is sixteen years after it last changed language version, and six years after
that version stopped being supported.
&lt;a href=&quot;https://store.steampowered.com/news/app/8500/view/1841579228677996&quot;&gt;The studio&#x27;s own blog&lt;/a&gt;
puts real numbers on the job, which is why it is worth reading rather than skipping as
housekeeping.&lt;/p&gt;
&lt;p&gt;Python is the programming language the game is largely written in: the blog counts 2.4 million
lines of it. Version 2.7 reached the end of its life in 2020, so new tools are built for
Python 3 instead.&lt;/p&gt;
&lt;p&gt;A note on the studio&#x27;s name, because it changed this year. &lt;strong&gt;Fenris Creations&lt;/strong&gt; is the company
behind the game. The blog credits it as one of the most significant contributors to Stackless
Python, the version of the language EVE runs on. The name comes from
&lt;a href=&quot;https://www.eveonline.com/news/view/a-new-era&quot;&gt;its own announcement of 6 May 2026&lt;/a&gt;, which says
the company behind EVE is once again becoming independent. We use the name the sources use.&lt;/p&gt;
&lt;h2&gt;The measured size of the problem&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Measure&lt;/th&gt;
&lt;th&gt;Number&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Lines of Python in the codebase&lt;/td&gt;
&lt;td&gt;about 2.4 million&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Files scanned under both versions&lt;/td&gt;
&lt;td&gt;about 20,000&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Files that already worked under both&lt;/td&gt;
&lt;td&gt;95.9% on the first scan&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Lines using syntax Python 3 rejects&lt;/td&gt;
&lt;td&gt;about 3,300&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Old-style print statements&lt;/td&gt;
&lt;td&gt;about 1,500&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Long number literals such as 123L&lt;/td&gt;
&lt;td&gt;about 800&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Deprecated exception clauses&lt;/td&gt;
&lt;td&gt;about 600&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Uses of the ancient not-equal operator&lt;/td&gt;
&lt;td&gt;50&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Lines that work under both and behave differently&lt;/td&gt;
&lt;td&gt;about 20,000&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;That last row is the whole project. The example given is division. In Python 2, one divided by
two is zero. In Python 3 it is 0.5. When the numbers involved are damage, currency or
coordinates, each of those lines needs a person to decide, not a tool.&lt;/p&gt;
&lt;h2&gt;Our take: what it means for players&lt;/h2&gt;
&lt;p&gt;Nothing, this year, and that is exactly why we are writing about it.&lt;/p&gt;
&lt;p&gt;A twenty-three year old world running on a dead language version is a slow-motion risk to
everybody who has a character in it. Every year on Python 2 is another year of libraries
falling out of reach, and more of the toolchain maintained in-house instead of spent on the
game. Doing the migration is unglamorous, expensive and invisible when it works, which is why
studios put it off until something breaks. Starting before something breaks is the correct
call and deserves saying out loud.&lt;/p&gt;
&lt;p&gt;The measurement discipline is the part worth copying. Running every file under both versions
to find out how far the codebase actually is, rather than estimating, turned an unbounded fear
into a countable list: 3,300 lines to fix mechanically and 20,000 to read. A studio that
publishes those numbers is a studio that can be held to them.&lt;/p&gt;
&lt;p&gt;Credit belongs to the players here as well as the engineers. The first stage was tested in
late July on Singularity, the game&#x27;s public test server, by the players, whom this game calls
capsuleers, who volunteered to play
a version of the game whose whole ambition was to feel identical. The studio thanks them and
says they are the ones helping it get there. That is unpaid work protecting everybody else&#x27;s
assets, and it is worth naming.&lt;/p&gt;
&lt;p&gt;The honest caveat is that stage one was the easy part by the studio&#x27;s own account, and no
completion date is given for the rest.&lt;/p&gt;
&lt;h2&gt;What&#x27;s next&lt;/h2&gt;
&lt;p&gt;More test rounds on Singularity, with no dates announced, and the agent mission backend being
prepared alongside them. Nothing here is dated, so nothing joins &lt;a href=&quot;https://0hp.com/calendar/&quot;&gt;the calendar&lt;/a&gt; until the
studio names a day.&lt;/p&gt;
</content>
</entry>
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