Modding & Scripting Requests!, This Includes Requests For Mods If They Have No Forum
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Taking a look at Illegal wares, Pirate activities (eg 2 mafia gangs) and sector takeover. My Ship Factory is about ready for you guys to aggressively test, plus my ST factory should be ready soon. Also expanding to cope with Multi-products at same factory (eg alpha, beta & gamma of same weapon, etc). (Was having problems with Local variables, so passing Arrays instead.)
Can't find Player Competition so that I can get idea of how handling - hope the German version is available soon. (Was going to base on adapted version of the MK3, but wanted to see other people's ideas.)
1. How do you change the Race1, Race2, etc id tags? I can change sector names (based on military strength in the sector and neighbouring sectors) and I can change names of ships, but I can't find a way of using names like eg Maque instead of Race1. So it shows in sector map still as race1.
2. Does Respawn Pirate bases only affect Pirates or does it affect the respawning of the other races as well? (ie do they respawn irrelevant of this being set)
Thanks for your help, guys.
PS I am using 9000 to 9999 for language files, item codes 5833, 5903, 5943 and 7000803/7000903 (but prices might need to be tweaked), Custom and General plus some of the Station menus (16 upwards).
Can't find Player Competition so that I can get idea of how handling - hope the German version is available soon. (Was going to base on adapted version of the MK3, but wanted to see other people's ideas.)
1. How do you change the Race1, Race2, etc id tags? I can change sector names (based on military strength in the sector and neighbouring sectors) and I can change names of ships, but I can't find a way of using names like eg Maque instead of Race1. So it shows in sector map still as race1.
2. Does Respawn Pirate bases only affect Pirates or does it affect the respawning of the other races as well? (ie do they respawn irrelevant of this being set)
Thanks for your help, guys.
PS I am using 9000 to 9999 for language files, item codes 5833, 5903, 5943 and 7000803/7000903 (but prices might need to be tweaked), Custom and General plus some of the Station menus (16 upwards).
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The pirate base respawn is specifically for pirate bases incase you want to eradicate pirate threats. Other races respawn anyhow but this can take up to days they may become different factories if I remember rightly unless you have destroyed a shipyard or wharf.
I love that idea of Alppha, Beta and Gamma weaponry being placed in the same factories... that is the way it should of happened anyhow really.
I think the ID tags need to be changed in a resource editor, don't quote me on it though as I have never tried it myself.
What exactly is this ship factory? I know Harlock has a starbase.
I love that idea of Alppha, Beta and Gamma weaponry being placed in the same factories... that is the way it should of happened anyhow really.
I think the ID tags need to be changed in a resource editor, don't quote me on it though as I have never tried it myself.
What exactly is this ship factory? I know Harlock has a starbase.
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If you add a ship as product to a factory, it will assess res available and then start producing that ship type. However, the ships will be virtual ships and not real ones. My script keeps track of stock levels and creates the respective ship type. It also keeps track of player interference... lol
Was trying to sort out a system where player has own list of available blueprints, slowly built up by capturing ships, etc. Then was going to link into the add product system so that player chooses what to build at a particular factory. However, needed a system similar to Station and Ware or Station and Product, where the player scrolls thru list. Didn't have much success - might take another look later. So now, the system is as follows - you send a ship to the factory and reverse engineer it at that factory. The product shiptype is added to the factory and the original ship is gawn... (so strip of gear first, etc.)
Similarly for the ST factory.
For Multiproduct factories, there are a couple of problems. I am playing around to solve them. Essentially, my reasons for trying to create them - as get advanced in the game you start to run out of space in a sector (particularly the visible bit), so combining similar res-using items together (eg weapon type) can save space. But, it gets a little silly when the new product doesn't use the same res...
Recap - the rules as far as I have been able to identify. The first product determines the timebase used/displayed, and the res used per cycle. If another product is added, production switches to the new item - probably with incorrect timebase - and possibly wrong res consumption. And for some items it scales everything up so it ends up trying to create 48 Raptors in a dinky little factory over a timescale of something in the region of 814 days, and other weerd stuff...
My multiprod will be scaling res consumption to the actual product and will be running the production of each item simultaneously - but with faster res consumption overall, to cover all items. The actual original item will be produced under the normal game engine rules - ie my script will switch it back to original setup. However, I can't change the display of res requirements on the info screen. The average production cost is worked out by the game engine and assigned to all products in the factory. eg gamma, beta and alpha - the prod cost would be for the Gamma, so the other two look expensive in comparison, but they have their usual min, average and max prices available for setting. My script checks for res, deducts res and adds to stock for the other products.
I will be working on an AL for these ships to be bought by aliens - and possibly turn up later (same reg id) for player competition, etc. Also, going to look at ways of selling player-produced St packages. Until then, the player will have to manually sell the ships at an alien shipyard/dockyard - or use them for their fleet.
Another weird thing is that the big items like capital ships go into inverse costing - their minimum cost is higher than their average and their average is higher than their maximum, but the production cost for their res requirements is correct. (I used a calculator...)
For an idea of timescales - harrier in 12mins 30 secs, Raptor in 16 days, nova in about 3hrs 30mins, buster 1hr 7mins, falcon in 4hrs 30mins, dragon in about 23 hrs, hydra 1day 14hrs, osprey 1day 4hrs, dolphin 35mins, and so on.
Not sure how to solve the enginetuning/rudder problem, unless use the Babyface's deluxe equipment dock (packaged as Player-owned shipyard elsewhere).
Was trying to sort out a system where player has own list of available blueprints, slowly built up by capturing ships, etc. Then was going to link into the add product system so that player chooses what to build at a particular factory. However, needed a system similar to Station and Ware or Station and Product, where the player scrolls thru list. Didn't have much success - might take another look later. So now, the system is as follows - you send a ship to the factory and reverse engineer it at that factory. The product shiptype is added to the factory and the original ship is gawn... (so strip of gear first, etc.)
Similarly for the ST factory.
For Multiproduct factories, there are a couple of problems. I am playing around to solve them. Essentially, my reasons for trying to create them - as get advanced in the game you start to run out of space in a sector (particularly the visible bit), so combining similar res-using items together (eg weapon type) can save space. But, it gets a little silly when the new product doesn't use the same res...
Recap - the rules as far as I have been able to identify. The first product determines the timebase used/displayed, and the res used per cycle. If another product is added, production switches to the new item - probably with incorrect timebase - and possibly wrong res consumption. And for some items it scales everything up so it ends up trying to create 48 Raptors in a dinky little factory over a timescale of something in the region of 814 days, and other weerd stuff...
My multiprod will be scaling res consumption to the actual product and will be running the production of each item simultaneously - but with faster res consumption overall, to cover all items. The actual original item will be produced under the normal game engine rules - ie my script will switch it back to original setup. However, I can't change the display of res requirements on the info screen. The average production cost is worked out by the game engine and assigned to all products in the factory. eg gamma, beta and alpha - the prod cost would be for the Gamma, so the other two look expensive in comparison, but they have their usual min, average and max prices available for setting. My script checks for res, deducts res and adds to stock for the other products.
I will be working on an AL for these ships to be bought by aliens - and possibly turn up later (same reg id) for player competition, etc. Also, going to look at ways of selling player-produced St packages. Until then, the player will have to manually sell the ships at an alien shipyard/dockyard - or use them for their fleet.
Another weird thing is that the big items like capital ships go into inverse costing - their minimum cost is higher than their average and their average is higher than their maximum, but the production cost for their res requirements is correct. (I used a calculator...)
For an idea of timescales - harrier in 12mins 30 secs, Raptor in 16 days, nova in about 3hrs 30mins, buster 1hr 7mins, falcon in 4hrs 30mins, dragon in about 23 hrs, hydra 1day 14hrs, osprey 1day 4hrs, dolphin 35mins, and so on.
Not sure how to solve the enginetuning/rudder problem, unless use the Babyface's deluxe equipment dock (packaged as Player-owned shipyard elsewhere).
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Been having a think about your Khaak custom start.
Hmm... You cannot change the notoriety/relation between the Player and the Khaak...
However... You can change the following:-
1. The aggressiveness of these Khaak (ie reduce so that fits in with the points below)
2. The starting ship that the player begins with (eg Xenon M or Khaak M5 instead of Disco.)
3. The Notoriety & friendliness of the 5 main races, and possibly the Goner and Pirates as well... (so you could set all of them to hostile at the start - but possibly need neutral for the Argon...)
4. You can rename the Khaak as "Hostile Khaak", create a new race called "Diplomatic Khaak" and have the Diplomatic Khaak friends with the Player. (or Renegade Khaak/Royal Khaak, Blues/Reds, etc.)
5. You can create another race called "Independent Traders" who are friendly with everyone, so that you can get you gear off them or the Diplomatic Khaak. (With an AL, equipment can gradually get distributed around the various races.)
6. You can create stations, equipment docks, ship fleets, etc to fit in with the above points.
There is little difference between the storyline of the Player being a human (?) criminal just released from prison, and that of the Player being a khaak sympathizer (race still unspecified) who has just been released from prison, after nicking the Buster... (A "Khaak Sympathizer" trying to establish fair elections, or reestablish the Khaak monarchy, or decapitate the current Khaak leadership, etc, etc...)
Some of the points above will need changes to language files, while others will simply be script setups. There shouldn't need to be any changes (mods) to either maps or ships, and it should (ahem... theoretically) still fit into the "Plot".
(However, the Xenon are still around as well, and I don't think that you can change their notoriety either. You can change from Foe to Friend though.)
Would you like me to have a stab at a basic version?
Edit - for the blueprints (ship factory). To clarify - you will need 1 ship per factory. ie if you want 2 factories to both produce Novas, then you will need to feed 1 Nova to each of them, to get the blueprint system running. There isn't really anywhere suitable to store an external blueprint list... (I tried using Equipment dock listing, but that doesn't work with Station and Product, and there were similar problems with the Station and Ware method.)
Hmm... You cannot change the notoriety/relation between the Player and the Khaak...
However... You can change the following:-
1. The aggressiveness of these Khaak (ie reduce so that fits in with the points below)
2. The starting ship that the player begins with (eg Xenon M or Khaak M5 instead of Disco.)
3. The Notoriety & friendliness of the 5 main races, and possibly the Goner and Pirates as well... (so you could set all of them to hostile at the start - but possibly need neutral for the Argon...)
4. You can rename the Khaak as "Hostile Khaak", create a new race called "Diplomatic Khaak" and have the Diplomatic Khaak friends with the Player. (or Renegade Khaak/Royal Khaak, Blues/Reds, etc.)
5. You can create another race called "Independent Traders" who are friendly with everyone, so that you can get you gear off them or the Diplomatic Khaak. (With an AL, equipment can gradually get distributed around the various races.)
6. You can create stations, equipment docks, ship fleets, etc to fit in with the above points.
There is little difference between the storyline of the Player being a human (?) criminal just released from prison, and that of the Player being a khaak sympathizer (race still unspecified) who has just been released from prison, after nicking the Buster... (A "Khaak Sympathizer" trying to establish fair elections, or reestablish the Khaak monarchy, or decapitate the current Khaak leadership, etc, etc...)
Some of the points above will need changes to language files, while others will simply be script setups. There shouldn't need to be any changes (mods) to either maps or ships, and it should (ahem... theoretically) still fit into the "Plot".
(However, the Xenon are still around as well, and I don't think that you can change their notoriety either. You can change from Foe to Friend though.)
Would you like me to have a stab at a basic version?
Edit - for the blueprints (ship factory). To clarify - you will need 1 ship per factory. ie if you want 2 factories to both produce Novas, then you will need to feed 1 Nova to each of them, to get the blueprint system running. There isn't really anywhere suitable to store an external blueprint list... (I tried using Equipment dock listing, but that doesn't work with Station and Product, and there were similar problems with the Station and Ware method.)
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Well I should imagine the Khaak and Xenon do not get along anyhow. Feel free to have a crack at it. That all sounds a bit too advanced for me lol. Imagine a kind of Khaak civil war. The Hostile Khaak plan total domination and destruction of all races while the good Khaak want to only control their space. Imagine you playing the role of the Khaak rebels... you have mostly been defeated. To gain victory you will have to re-establish your link with the Khaak.... this may even work well with my map lol. Could you not just make a new map thinking about it based on the current X2 one with the needed changes.
I take it you cant make it so one factory produces several.
I take it you cant make it so one factory produces several.

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lol I will add it to my to-do list... (*groan*)
Sorry for delay - my phone line was knackered. But has now been repaired, as I had BT come and fix it.
For the factory, as the easiest method was to account for the ships that the player knows about - is to use the ships in their fleet. (eg captured or purchased.) So the system used is for the Player to sacrifice 1 ship (of specific ship type) to a specific factory. That factory then produces that ship type until their stock level reaches maximum stock. For Novas and capitals, this is 2 ships per factory. For small ships, it is anything up to 26 ships. (The stock items are currently labelled "ForSale" and the non stock are currently labelled "Guard" - subject to change.) If the player interferes with the ForSale then the stock level is adjusted. (And similarly for other events.) The ones labelled "Guard" can be used by the player as they are no longer treated as stock. I have built in an auto-transfer that switches your ships from stock (ie where they count towards stock level) into just sitting in the dockbay. Therefore, at this time you will have indefinite production as long as you continue to supply the res. I will also have auto-equip options for eg shields to be stored in a "Warehouse" freighter and then assigned to your produced ships. There is already code for searching and buying the items - coded by someone else - possibly person "AS"? So I will stick that in the package. (At the moment the auto-transfer to "Guard" is hard-coded - I will be transferring it to player option, when I have tidied up. Read further below.) That is for 1 product for factory.
With the MultiProduct system - ie more than 1 product per factory - you can have 2 or more ship types produced at one factory. My example posted further up was for say 2 factories spread across the galaxy map from each other. But you will burn res faster... Also this code is still in its infancy.
As the ship factories, and to a lesser extent the St factories, are probably the most expensive things in the game, I have built in res requirements of 14 primaries for ships (from memory, i think 10 for st kits). That takes the production cost per item to between the average and the minimum. If you adjust the purchase prices of your res supplies then you can get the production cost down to the minimum or below. I have also created factory scripts for the supply of Engine components, teladianium panelling, weapon interface chips and construction equipment, which I will be packaging with the zip file. These use primary and secondary resources, but as I am also working on a system to consume secondary resources for other scripts, I have planned ahead and left them in. The player can simply ignore the secondaries, as they won't at this time influence production. (I have also created my own nividium mine.)
Now for the bad news...
Ships don't have a Transport Class. They have a maximum that they can carry, but they show up in the production screen as "-" where ST kits show the "ST" next to their descriptive name and volume. That means that ships docked with the factory can actually load the "virtual ship" into their cargo bay. (This crashes the game.) I am trying to code to stop/intercept the player when they insist on doing this. A similar code will be used for buying the ship from a game-defined "shipyard" - when I get around to it... (Egosoft have obviously already solved this problem for their own shipyards, but as I am unsure where the actual code is, I will need to complete the coding of my own.) The ships themselves are actually in your docking bay (under Landed/Owned ships) or floating in space for the larger ones.
I don't have the details for the Khaak ships (I didn't get that far into the game before switching to scripting), so I can't differentiate between the different "Unkown Enemy Ships". My code for these ships is limited to a "is shiptype Unknown Enemy Ship" block with internal "is object class" for each of the m1, m2, m3, etc. Trying to put a Khaak ship into your factory with this code MAY crash your computer. But it is tricky to predict. So if anyone has the actual details and is willing to share, then that would be appreciated. (Or rescript that bit, when you download.) Also for the "Unkown Object"...
To recap - code to stop players from trying to treat the stock ships as normal cargo to be loaded. Tidy up the overall structure. Complete the language file for error messages, etc. Then sort out a download site. Then you should be able to have a play. I will post it to a new thread.
For the Khaak custom start - I can code searches for items in your custom galaxy and have placement according to what it finds...
Sorry for delay - my phone line was knackered. But has now been repaired, as I had BT come and fix it.
For the factory, as the easiest method was to account for the ships that the player knows about - is to use the ships in their fleet. (eg captured or purchased.) So the system used is for the Player to sacrifice 1 ship (of specific ship type) to a specific factory. That factory then produces that ship type until their stock level reaches maximum stock. For Novas and capitals, this is 2 ships per factory. For small ships, it is anything up to 26 ships. (The stock items are currently labelled "ForSale" and the non stock are currently labelled "Guard" - subject to change.) If the player interferes with the ForSale then the stock level is adjusted. (And similarly for other events.) The ones labelled "Guard" can be used by the player as they are no longer treated as stock. I have built in an auto-transfer that switches your ships from stock (ie where they count towards stock level) into just sitting in the dockbay. Therefore, at this time you will have indefinite production as long as you continue to supply the res. I will also have auto-equip options for eg shields to be stored in a "Warehouse" freighter and then assigned to your produced ships. There is already code for searching and buying the items - coded by someone else - possibly person "AS"? So I will stick that in the package. (At the moment the auto-transfer to "Guard" is hard-coded - I will be transferring it to player option, when I have tidied up. Read further below.) That is for 1 product for factory.
With the MultiProduct system - ie more than 1 product per factory - you can have 2 or more ship types produced at one factory. My example posted further up was for say 2 factories spread across the galaxy map from each other. But you will burn res faster... Also this code is still in its infancy.
As the ship factories, and to a lesser extent the St factories, are probably the most expensive things in the game, I have built in res requirements of 14 primaries for ships (from memory, i think 10 for st kits). That takes the production cost per item to between the average and the minimum. If you adjust the purchase prices of your res supplies then you can get the production cost down to the minimum or below. I have also created factory scripts for the supply of Engine components, teladianium panelling, weapon interface chips and construction equipment, which I will be packaging with the zip file. These use primary and secondary resources, but as I am also working on a system to consume secondary resources for other scripts, I have planned ahead and left them in. The player can simply ignore the secondaries, as they won't at this time influence production. (I have also created my own nividium mine.)
Now for the bad news...
Ships don't have a Transport Class. They have a maximum that they can carry, but they show up in the production screen as "-" where ST kits show the "ST" next to their descriptive name and volume. That means that ships docked with the factory can actually load the "virtual ship" into their cargo bay. (This crashes the game.) I am trying to code to stop/intercept the player when they insist on doing this. A similar code will be used for buying the ship from a game-defined "shipyard" - when I get around to it... (Egosoft have obviously already solved this problem for their own shipyards, but as I am unsure where the actual code is, I will need to complete the coding of my own.) The ships themselves are actually in your docking bay (under Landed/Owned ships) or floating in space for the larger ones.
I don't have the details for the Khaak ships (I didn't get that far into the game before switching to scripting), so I can't differentiate between the different "Unkown Enemy Ships". My code for these ships is limited to a "is shiptype Unknown Enemy Ship" block with internal "is object class" for each of the m1, m2, m3, etc. Trying to put a Khaak ship into your factory with this code MAY crash your computer. But it is tricky to predict. So if anyone has the actual details and is willing to share, then that would be appreciated. (Or rescript that bit, when you download.) Also for the "Unkown Object"...
To recap - code to stop players from trying to treat the stock ships as normal cargo to be loaded. Tidy up the overall structure. Complete the language file for error messages, etc. Then sort out a download site. Then you should be able to have a play. I will post it to a new thread.
For the Khaak custom start - I can code searches for items in your custom galaxy and have placement according to what it finds...
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Okay, I'll mull it over. I will be doing search routines, anyway.
Can I make some requests for this thread?
1. I would like a script that identifies the locations and size of all these Hull Eating and Shield eating Nebulae. (So that can train ships to go around them or move out of them again after a battle. Else they just sit there... And repairing Capitals is damn expensive.) It can be tied into presence of Scanners, etc if you wish.
2. I would like a script that clumps a load of ships together, identifies any cargo items that can be sold, then can order them to the best EquipmentDock/shipyard/Wharf for them to get rid of gear, then move off to be sold. Else you have to do it 1 ship at a time... (You can buy them 10 at a time, but when selling it is singularly.) Hint - Note that the prices for sale of ships varies between different shipyards and also considers any equipment on board, as well as hull damage, etc. It would also be useful to have a way of checking and transferring gear like Scanners as they can't normally be sold. eg if most of your ships have Duplex, then you might want to keep hold of any Triplex to transfer to another ship before selling the ship it is installed with, etc.
Cheers.
Edit - I would also like to complete my list of repair costs for the different ships, so if anyone has this info or the full details for the Khaak ships, then would be appreciative.
Can I make some requests for this thread?
1. I would like a script that identifies the locations and size of all these Hull Eating and Shield eating Nebulae. (So that can train ships to go around them or move out of them again after a battle. Else they just sit there... And repairing Capitals is damn expensive.) It can be tied into presence of Scanners, etc if you wish.
2. I would like a script that clumps a load of ships together, identifies any cargo items that can be sold, then can order them to the best EquipmentDock/shipyard/Wharf for them to get rid of gear, then move off to be sold. Else you have to do it 1 ship at a time... (You can buy them 10 at a time, but when selling it is singularly.) Hint - Note that the prices for sale of ships varies between different shipyards and also considers any equipment on board, as well as hull damage, etc. It would also be useful to have a way of checking and transferring gear like Scanners as they can't normally be sold. eg if most of your ships have Duplex, then you might want to keep hold of any Triplex to transfer to another ship before selling the ship it is installed with, etc.
Cheers.

Edit - I would also like to complete my list of repair costs for the different ships, so if anyone has this info or the full details for the Khaak ships, then would be appreciative.
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If I understand it right, rainbowman wants a command that deals with the selling of the ship. Often there are still tradeable wares onboard the ship, or equipment that you don't want to sell. You have to transfer the cargo or sell it all by hand and then order the ship at a shipyard to sell. He wants a command that deals with all this and is able to take care of several ships at once. Order a ship to be sold - and forget about it.
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Regarding the first request:
I don't know from scratch if this is possible at all. Unlke stations and ships, nebulae can't be found by a simple script instruction. The only solution might be to identify the nebulae in the sector the player is currently in. We would need a script that checks if all sectors had been visited....
I don't know from scratch if this is possible at all. Unlke stations and ships, nebulae can't be found by a simple script instruction. The only solution might be to identify the nebulae in the sector the player is currently in. We would need a script that checks if all sectors had been visited....
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Have you got a link for this Argonopedia?
The only way I could see of doing it, was to check every ship for hull damage, check that they weren't currently having a battle, then check them again later to see if there were any changes - then store their coords somewhere. (Hence, gradually building up a sort of scatter diagram of coordinate dots, forming a 'cloud' showing where that particular nebula is.) But it would be a huge array to store them all... Also, need to check to see if affecting stations (but I haven't noticed them taking effects from these nebulae, so far).
Edit - As far as I can remember, there is Hull eating in Atreus CLouds, Cloudbase SE, Mines of Fortune, and Shield eating in Cloudbase NW, Cloudbase SW, and a few of the Pirates sectors, plus a few scattered around elsewhere. I was originally keeping notes as I explored, but I now have a desk full of scribbles, so have lost track... lol
The only way I could see of doing it, was to check every ship for hull damage, check that they weren't currently having a battle, then check them again later to see if there were any changes - then store their coords somewhere. (Hence, gradually building up a sort of scatter diagram of coordinate dots, forming a 'cloud' showing where that particular nebula is.) But it would be a huge array to store them all... Also, need to check to see if affecting stations (but I haven't noticed them taking effects from these nebulae, so far).
Edit - As far as I can remember, there is Hull eating in Atreus CLouds, Cloudbase SE, Mines of Fortune, and Shield eating in Cloudbase NW, Cloudbase SW, and a few of the Pirates sectors, plus a few scattered around elsewhere. I was originally keeping notes as I explored, but I now have a desk full of scribbles, so have lost track... lol