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Also available on Steam Workshop
Talk to the commanding ship's pilot or the station manager to enable/disable.
The loadout, crew amounts, assignment, group, and ship name will all be saved and applied to the new ship. Adding or removing subordinates after enabling is supported.
The shipyard to use is selected in the following order: player shipyard with free slots -> closest player shipyard -> NPC shipyard with free slots -> closest NPC shipyard
NPC shipyards only need to be able to build the main hull to be able to build the whole ship, even if other factions' components are used (same criteria as the player building NPC ships), but player shipyards need to have ALL the blueprints.
Currently, the rebuild behavior will be lost if the commander is destroyed or the pilot/manager is reassigned. Enabling for the commander will not enable or handle sub-commanders. This may be improved in the future.
Known issues:
- The purchase price at NPC shipyards will not quite match what you would get from manually building through the UI. It will be close, but usually a little more than normal. Until I find a way to fix it, think of this as a convenience tax
- Although new ships will have exactly the equipment they had before, they aren't guaranteed to be equipped in the same location. For example, if you had missile turrets on the left and pulse turrets on the right, these may be swapped.
- Drones will be limited to the amount the ship would restock if it was set to the highest resupply setting, which is unfortunately not currently 100% capacity.