Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.
If you're still wanting to help, coding wise: I looked at this again (thanks, Taverius) and fooled around with it, so that planets provide this interaction, not asteroids. But I got lost soon after.
- I fail to see how one could single out 1 single planet to provide this behaviour.
- I fail to see how one could replace Supplies with other items.
If you think you'd be able to adapt this so that players that dock at 1 certain planet could buy 1 single item, then I'd really appreciate it. But I can imagine that'd be tough.
Gotcha/Excalibur Bane, have a look at the InteractionDialog from Exerelin I have attached.
I have added a couple of options that when clicked, remove an item from the players fleet and puts it in the station (there is then other code somewhere else that does something with that item but that's not neccesary).
To do this I did the following:
- Added a couple of new items to the OptionId enum at the top
- Updated the createInitialOptions method to add the new options under certain conditions
- Updated the optionSelected method to <do stuff> when those options are selected
To implement your badge idea, you could just do the opposite? If the player selects the option, put the badge in their fleets cargo. Your condition to show the option could be:
station.getName().equalsIgnoreCase("<your badge station name here>")
&&
<some check to make sure they don't already have the badge>
Anyway, hopefully that helps
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