Ostranauts Rescue When Stranded
PASS, taxi, nav Rescue, and recovery when fuel or power runs out
Every Ostranauts captain strands eventually. Newtonian flight, empty fuel bladders, dark reactors, mis-clamped docks, and botched EVA tethers turn routine salvage into drift mode. Blue Bottle Games does not hold your hand — but the simulation offers in-world recovery paths before you touch debug menus.
This guide covers PASS and taxi services, nav Rescue contacts, fuel and power failure triage, prevention habits, and debug commands mentioned only as a last resort. Master How to Fly and Dock first so you recognize which failures are recoverable versus lethal.
How stranding happens
Common strand scenarios:
- Fuel exhaustion mid-transit — no delta-v to reach OKLG or the nearest berth.
- Power collapse — nav COMMS offline; cannot hail for dock clearance even if you drift toward a ring.
- Life support failure — atmosphere crisis forces emergency EVA without a plan.
- Clamp or alignment mistakes — stuck partially docked, thrusters disabled, or hull grinding.
- Salvage misjudgment — matched tumble on a wreck but cannot safely return to the ship.
Single-player means no friend can warp in. Recovery is logistics, not heroics.
PASS, taxi, and station services
PASS (public access shuttle services — community shorthand for station transit helpers) and taxi options at major hubs like OKLG move bodies and sometimes small cargo for a fee. They are not cheat codes: they cost credits, take time, and may require you to abandon a drifting hull temporarily.
When stranded near a populated station:
- Assess distance and remaining suit oxygen if EVA.
- Hail station services on working COMMS — powered Transponder and Antenna required per nav console.
- Compare taxi cost against ship value and mortgage default risk.
If you are deep in the boneyard with no thrust, PASS/taxi may be unavailable until you restore minimal avionics or call remote rescue.
Nav Rescue contacts
The nav console exposes Rescue or emergency service channels on many configurations — exact labels vary by ship firmware and station jurisdiction. Rescue workflows typically need:
- Partial power to nav and COMMS
- Honest position reporting (transponder on helps)
- Credits or insurance acceptance for tow fees
Rescue tugs may tow your hull to OKLG berths, triggering re-dock procedures from How to Fly and Dock. Expect fines, reputation hits, or salvage liens if you blocked traffic while drifting.
Document your last known vector before power dies completely — captains who black out nav logs complicate tow alignment.
Fuel and power triage
Before calling rescue, attempt structured triage:
Fuel
- Shut down non-essential burns and RCS spam.
- Route remaining delta-v toward the nearest gravity well or station marker on the Map.
- Dump cargo mass if life support margin allows — less mass stretches remaining thrust.
Power
- Bypass damaged conduits with emergency cables if materials onboard.
- Restart reactor or swap to battery bus for COMMS only.
- Shed loads — scrubbers full blast matters only if crew are awake to breathe.
If atmosphere is failing simultaneously, prioritize Manage Atmosphere steps over pride. A rescue bill beats hypoxia.
Crew, suits, and EVA strands
Crew on exterior jobs without tether discipline strand twice — person and ship. Hire Crew death pay triggers on fatalities during rescue windows.
Policy:
- Recall all EVA to the ship before fuel warnings.
- Keep one suit and bottle reserve for rescue EVA if the airlock still cycles.
- Use crew AI hold orders to stop autonomous exterior tasks during crises.
Prevention beats recovery
Build habits so rescue stays rare:
- Pre-undock: fuel margin rule (never below X% for return — set your own captain standard).
- Run atmosphere checklist and salvage tools checklist before boneyard hops.
- Maintain redundant nav power feeds after Ship Building refits.
- Practice short loops at OKLG until VREL control is boring — see Getting Started.
Track economy so mortgage and salvage permits do not force risky last-minute runs with empty tanks.
Debug commands — last resort only
Community debug or console commands exist in some Early Access discussions. At 1.0 launch, treat them as last resort only:
- They can corrupt achievement intent and mask learning gaps.
- They may desync ship state in ways OKLG services cannot fix.
- They skip the noir debt fantasy the campaign is built around.
Exhaust PASS/taxi, nav Rescue, on-ship triage, and docked safe recovery first. If you must debug, snapshot your save, note the bug for Updates reporting, and return to legitimate play afterward.
After recovery
Once towed or restarted:
- Full hull and atmosphere survey dockside.
- Repair COMMS before next undock.
- Re-read How to Salvage margin math if the strand came from overreach.
- Consider smaller hops or fusion torch drive upgrades on the Builds hub when funds allow.
Related pages
Frequently Asked Questions
Quick answers for spacers who want to stay alive.
Can I call rescue without fuel?
You usually need partial power to nav COMMS and a transponder signal. Dead avionics may require EVA repair or station taxi assistance before nav Rescue accepts a tow request.
Does PASS work outside OKLG?
Shuttle and taxi services concentrate at populated hubs like OKLG. Remote boneyard strands depend more on nav Rescue, on-ship triage, or slow drift recovery — plan fuel accordingly using the Map.
Should I use debug commands when stranded?
Only as a last resort after in-world options fail. Debug recovery skips intended difficulty and may break save consistency — prefer PASS, taxi, or nav Rescue when available.