Hey there, I made an account just to show some appreciation for this fantastic mod. Seriously, I can't tell you how amazing it is to pay some hard cash to avoid traveling all the way back to the core just to drop off my exploration finds.
Thanks for kind words and the hassle of creating the account just to post them!
First is adding blueprints to the search, for factions like XLU (Blue) that have a station blueprint hiding in their markets.
The funny story is I already had an option to search for blueprints several versions ago.
Then there was a problem with Military Markets (and custom markets): I was showing items and ships in those markets but the player could not access it.
So the next version limited search to Open and Black Markets, at which point next to no blueprints were ever found.
And the following step was to remove blueprints from StellNET.
Fast-forward few months and I know how to make this check, so this feature will be coming back in future versions (not immediate next version though).
Second, and probably most important, is to somehow integrate the logistics warehouse with the player's personal weapon counter. I used to buy weapons by mousing over and seeing how many of that weapon I have in my storage, but with this mod currently, every weapon I mouse over says I have 0. I can still refit my ships just fine with weapons in the warehouse, but when I loot an enemy fleet out in space, or peruse a black market, etc, I'll never know how many of a particular weapon I have in the warehouse.
Unfortunately that is not possible, as per Alex reply:
Only stuff in a submarket with id == Submarkets.SUBMARKET_STORAGE gets counted for this, so you might be out of luck there, unfortunately.
I will have this working by changing the way Stellar Logistics works - instead of shared storage like now the mod will focus on courier functionality.
With a reliable way to access all your (vanilla) storages via Courier Services the player will be incentivized to spread the cargo among multiple storages on various planets.
This will also ease endgame spiralling costs (as the player will keep his cargo mostly on own planets, thus avoiding storage fee and only paying for transport).
I have noticed that the large size of this mod is slowing my development and as such decided to split existing functionality into two mods, with the third mod adding another functionality I have started working on, but have not yet released:
- Stellar Logistics - courier services (back to original scope, mod that links vanilla storages via Courier Services)
- Hyperspace Network - information services (overhaul of StellNET, market queries and providing intel)
- Galactic Bounties - bounty manager replacement (former unreleased DarkNET content, new bounty types)
All mods are independent of another. I am mostly done with Hyperspace Network and Galactic Bounties, now rewriting Stellar Logistics.