v0.9.1 -Save game compatible*
-Changed the commodity listing for Fuel Cannisters from fuel to a custom designation - Ty balordezul for initially reporting the issue
*Though save compatible, any Canisters in your inventory will be effected by this change as market prices are based on demand. The canister is still worth 2500 but
markets will buy it for less due to it now being a low demand custom commodity so sell any in your cargo before updating -I received multiple private messages to change it
as the original version disrupted fuel procurement missions and market listings.
v0.9 -Save game compatible
-Added an Asteroid Icon for the mod to the LunaLib & TriOS menus
-Added a missing sound ID from the Famine Wafer commodity when it becomes cargo - Fixing an oopsie from the previous update
-Added a new ability - Fuel compression that compresses 94 fuel and 1 Heavy Machinery to a Compressed Fuel Cannister worth 2500 credits - TY Nanoelite001 for the idea
-Added a new custom commodity, Compressed Fuel Cannister for the new toggle ability - Ty Tesser for the initial sprite which I used as a base for the kitbashed icon
-Doubled the default amount of ore compressed from 185 to 370, uses 2 Heavy Machinery per cycle with an output of 2 Platinum - Ty mkire for making the point that it could take forever to convert
-To revert to the previous ratio, navigate to data\config\settings.json with notepad++, navigate to "MF_OreConversionRate": revert from 20 to 10 and "MF_OreCost": from 370 to 185
-Changed the mod description by changing the phrase "mined resources" to "resource commodities" - For consistency sake since Food and Fuel are not mined
-Changed the ore conversion graphic on the mod page to reflect the change
-Added a new mod graphic for Fuel on the mod page to detail the conversion ratio
-Added the new fuel toggle icon and the Compressed Fuel Cannister sprite to the mod page - Take a peek if interested
-Added a note to the mod page that the mod can be installed during a saved game but cannot be safely uninstalled during due to the custom commodities
v0.8 -Save game compatible
-Added a new ability, Food Compression, which compresses food into a new commodity Famine Wafer Crate - Lore wise, makes sense with the constant wars and invasions - TY GoldenGlory for the idea
-Updated the forum OP with the new icons and food values added to the conversion chart
-Note: with food being an even number and machinery being an odd number and having to use round numbers for food consumption, I have the conversion round down resulting in a slight loss (see chart)
-I set it to a 10 credit loss per conversion to prevent exploit but as a whole it is a gain to not have to dump food into space
-To instead round up for a 20 credit gain per conversion you can open data\config\settings.json with notepad++, or w/e java editor you prefer, navigate to "MF_FOODCost": 93, and change it to 92
v0.7.1 -Save game compatible with v0.7
-Updated to 0.97a
V0.7 - Save game compatible with v0.65
-Darkened the icon for biophotovoltaics and gave it some depth - Player request that it was too shiny and out of place compared to the other icons
-Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
-Added a direct download link to the forum and discord d/l links that bypasses the google drive preview - one less step to get to the good stuff

-Adjusted the code to work with 0.96a
v0.65
-Added version checker support
-Replaced the cargo icons for Palladium and Compressed Volatile - TY Yunru for the donation
-Replaced the cargo icons for Biophotovoltaics and Platinum - Bashed newer hi-rez versions
v0.6
-Added compatibility with the latest version of Starsector
v0.55
-Added a new toggle ability that condenses Volatiles into a new custom commodity, Compressed Volatiles Canister or CompV for short
-Added new altered versions of royalty free icons for above from Vectorstock.com
-Tidied up all the tool tips and floating text to now show all commodities in proper lower case
v0.5
-Changed some calculations in the files so that the custom commodities show up correctly on the market tool tip -TY Jaghaimo for pointing me in the correct direction!
v0.4
-As requested, I finally figured out how to have more than one toggle ability per mod - cheer! -mkire ask and ye shall receive!

-Created two new commodities Palladium and Biophotovoltaics
-Added new royalty free icons for above from Vectorstock.com
-Scripted a new toggle ability for Rare Ore that converts it into Palladium
-Scripted a new toggle ability for Organics that converts them into Biophotovoltaics
-Changed the commodity valuation of Platinum to be more in line with ore -Ty slowpersun for pointing that out
v0.3
-Cleaned up the code, deleting several references and graphics for compressing other commodities.
-I tired oh I tried to get more than one toggle ability in the same mod but this is my release version and I am happy with it.

v0.2
-Added an all new conversion chart to the forum
-Adjusted the ratios in the formula to increase the compression for a base savings of 186 to 1
-Increased the price of Platinum to 2000 and set it's demand closer to the combination of ore and heavy machinery
v0.1
-Ready for test release
-Separated the ability from the mod Junk Yard Dogs to form it's own utility mod.
-Ore forged to Platinum a success!
-Rare Ore turned to Palladium a failure

Keeping the resource and it's icon in the mod for future use.
-Added Platinum as a resource
-Added Palladium as a resource
-Added royalty free icons for above from Vectorstock.com
-Obtained permission from Techpriest to modify code from Supply Forge