I downloaded it and tried to find the pandora crates. No luck so far.
But i hate it to have english text in my german game so i translated the 49-t-File of V. 2.8. Any interest in it or should i make an extra thread in the german board?
The only minor issue I see, from what i can tell I don't know if it can be replicated, is that the community trading extension from the bonus is overwritten by the salvage software. I'll try to reduplicate the process if it's with new games or just older games.
Edit: Ok the salvage claim software mark 1 does take over the slot for the community logistics software mark 2 in the trading ports. Might want to check and see if anyone else sees the same problem. This is happening with new games
no the salvage claim software is showing up instead of community logistics software mark 2, not a problem for me cos i could never figure out how to use cls , and have never seen cls mk2
I haven't checked what slots the CLS Mk. 2 script uses, but the usual response to a situation like this would be to uininstall that script and then reinstall it (and don't forget that sometimes you have to use the re-init script cache option in the script editor to reload them all).
Have you tried that, if you have (and it still doesn't show up), let me know (and the author of the script).
I don't think my script shpuld be doing anything to make that not show up, as everyone using both those scripts would have the same problem, but you can never tell!
I'm not having problems with the scripts.. script works fine. Just the slot that would normally be the CLS MK2 in the equipment docks disappeared. I'll try uninstalling and reinstalling the script first and rerun a new game just to make sure.
Okay thanks, I'll add the file as soon as I get it.
I only release a new version when I add something or there is a bugfix, so I will upload the new version (with the translation) but still call it 2.8 as there are no actual changes to the script that would require a reinstall.
28;0;0;0;0;65;5813;0;383;1;1;0;383;-100000;0;0;SS_WARE_SW_NEW7; 10752 credits
Commodity Logistics Software MK2 by Lucike
Personal Power Generator by PapaTong
Salvage Network by TECSG
E.F.S Local Jump Drive by Andras/Jakesnake5
The second conflict is only a "possible" conflict because its marked with green color in the list:
*These commands are from unsigned versions of signed scripts. These slots are probably safe to use.
I knew about the second conflict you'd mentioned, as I previously had to switch slots after the XTM mod overwrote one of the slots I was using, unfortunately, there aren't any (as far as I know) slots left. In their wisdom, the devs only allowed 32 commands per category, and now they're all gone.
As the info states, it *should* be safe to use that command as the previous one was now defunct, but the first conflict is regarding the ware slot, and I don't have an alternate solution for that currently...
You could ask Lucike if he has any suggestions though.
A slight suggestion, if I may say so, on that ware conflict. Wouldn't it be more logical as a ware in a trading station instead of an equipment station? What would be the first thing you'd do with a ship when you claim it? I know technically it should be in the equipment dock but maybe changing it to a traders dock would be helpful.
Unfortunately, it doesn't work like that, there are a very limited number of 'vanilla' ware 'slots' available for use (about 10 I think), and where the item is sold makes no difference to the number it has.
Although you can easily specify what sort of station sells your item, I see the Salvage Claim Software as a piece of equipment rather than a product, hence the Equipment Dock rather than the Trading Station.
I'm looking in to creating a custom ware for the software, so it won't conflict with the CLS Mk. 2, but I've got to find out how to do that first!
I think the Ship IDs might be hard-coded by the game engine and therefore unchangeable...
I've not seen any commands relating to altering the Ship ID, but then again, I've never really looked.
Certainly the 'Create Ship' commands don't have any parameters for generating the ID, so I would assume (as if any command should allow it that one should) that it's not something the devs thought we'd need to be concerned about.
The only way I can think of to clear the ship IDs and remove any remenant of previous escorting duties, would be to destroy the original ship and create a new one with similar specs. That could also sort out the 'too much cargo' problem you have (that's a problem?)!