Found some issues here and there but I'm not gonna bother much unless someone is interested.
Privateer bases are a great way to eradicate hostile markets (due to the instability and decivilization they cause) and your PC (due to the amount of fleets they spawn).
Neuroconditioning Compounds' (Senate installable item) tooltip is incorrect, I was unable to issue edicts on a friendly colony within 12 lightyears, namely Salamanca with 69 reputation with Persean League (literally 'friendly') from the senate on Qaras which had 4 lightyears between them in that time.
Restoration Docks is inconvenient to use, integrated AI captains aside, due to
1. officers getting removed from ships in storage
2. the need of lumping replacements around or waiting till end of the month for the repairs to finish.
Please help me with an issue that arose recently. To avoid incompatibility between Salvage Yards and Refining I moved Salvage Yards from the industrial moon to its hosting planet (by shutting down SY, rebuilding it on the planet along with a Heavy Industry) and quality bonuses are somehow void now. Fleets spawn with 4+ D-mods and custom production spits out junks. Reinstalling the nanoforge did not do squat and I have no idea how to fix this.
It turns out Salvage Yards messes up something if its built alongside a Heavy Industry which is not the main source of custom production and there is enough Salvage Points in it to generate additional output (eg. 40+ with an Alpha core). According to tooltips, if HI next to SY is upgraded to Orbital Works then the 20% quality bonus gets taken into account but any item bonus will be ignored regardless from the main production facility.
Construction via SY is also not worth bothering with at this point, because even with 1500 Salvage Points available the budget limit is capped at 350000 credits, requires personal interaction with the colony and delivery takes 60 days in comparison to custom production that's at the end of the month so I guess shutting down SY is the only way for late game.
Well, maybe you could do that by taking currently installed hullmods into account on a ship set to deconstruct.
It does! It also checks what builds you have, what similar ships have, what you saved, what autofit does, what is currently in your fleet...
I tried to have it pick stuff that you can actually use, as it is very hard to get going and should therefore reward accordingly.
Hey, that's clever.
Tried it and this doesn't seem to be the case. Slapped Augmented Drive Field, Auxiliary Thrusters and Heavy Armor onto a Doom before deconstruction in hopes these would get built in. What happened is practically a facepalm, built in Eff. Overhaul, Expanded Missile Racks and Integrated Targeting Unit, which I have no build + no use for, and my previously selected mods are still there taking up OP. Rekt.
(So it completely ignored current and my saved loadout.)
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