Ultra-necro bump.
Got back into this game, can't wait for 0.9 anymore, plus some of mods I wanted so much got updated, yay! But issue with contracts persist.
It might be tied to mods, the list, just in case (all latest version):
Spoiler
LazyLib
GraphicsLib
DynaSector
Ship and Weapon Pack
Portrait pack
Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Hazard Mining Incorporated
Interstellar Imperium
Junk Pirates
Neutrino corp.
New Galactic Order
SCY Nation
Tiandong Heavy Industries
Knights Templar
Underworld
Dug into starsector-core>config>settings.json, set "maxMarketProcurementConcurrent": "maxAnalyzeEntityConcurrent": and "maxSurveyPlanetConcurrent": to various, including extreme, values. Reloaded game, flew through several systems (to spin time), still bad results. Very rarely I encounter around 6-9 various contracts on the planet or station, but most of them are completely empty. I had roughly same amount of faction mods in 0.72a, but there was never a problem with those missions, I always had more or less stable amount of them across all systems. I'm pretty sure there must be some way to fix it or something that may be handling these values, but I suck at coding.
Any ideas, guys?