Every part below full now carries a real repair block, right on its own card in the Drone tab — no separate screen, no trip to the Berth required. Worn but not spent, it's one clean price: ordinary repair, crystals only. Run a part all the way to 0% and a banner reading INERT — NOT DESTROYED sits above two doors to the same outcome: restore it with that tier's own materials, the same currency diving already pays you, or buy the identical result out for crystals alone at a steeper rate. Every price is read live off your own wallet and that exact part — never a flat number, never a dead greyed-out button. Short on crystals says exactly how many more you need; short on materials names the currency and the shortfall. A header chip up top counts how many fitted parts need attention right now and jumps you straight to the first one.
The small hull flask is back on the HUD too, docked to the left edge for good — sloshing, glowing under 30%, cracking at critical, same instrument the Trial Grounds already shows you up close, just glanceable-sized here rather than a centrepiece. It reads your hull's own integrity, a separate meter entirely from any single part's condition.
And worn parts finally look worn where it counts: whichever slot is actually damaged now shows it on the drone standing in the Hold — a scored hull plate, a fouled engine hub, a scorched lamp, a cracked dome, a chipped claw — matching exactly what the card already told you. Full breakdown of what wears what and every real price, in the guide: Hazards, Wear & Repair.