1) Tagged Items are assigned to the nearest squad ship, even if it's not available as collector.
On a controlled test I got 2 Scaldis equiped with cargo drones and I managed to create a pool of containers closer to one of them (By using my trojan drone on a passing-by Rahannas). Out of cargo tagging mode I instructed the closer Scaldis to go on a trade run (I filled the 3 hops). I waited until the Captain status changed to "Trading with...".
I swaped to cargo collection mode and tagged the pack of containers. The closer Scaldis jumped away to the 1st Trading hop (conveniently selected out of the zone).
The other Scaldis shown "Supporting Albion Skunk" but never launched a single drone.
I waited in the zone until the 1st Scaldis (The closer to the pack at the moment of tagging) returned to the system on the next trading hop. I cancelled the trading order, deactivated cargo tagging mode and activated it again. Immediatly that Scaldis proceed to collect the pack of containers.
Scriptwise, seems that "this.$taggedobjects" is only updated to the closer available ship (Which in principle seems intentional and imho makes sense) but... Without checking if the ship is able to fullfill a cargo collection cycle. In normal circumstances, ofc, I would have sent the Scaldis far away and the containers would have remained unpickeable.
2) Nvidium Asteroids doesn't produce pickeable chunks.
If you try to mine a Nvidium Asteroid, no lootable chunks are generated, even if the parent asteroids are reported as containing some.
3) Using info shortcut 'I' on some objects "freezes" the UI.
Specially while consulting information about station modules, if you try to access "Info" by targeting the "Info" point and pressing I, the lateral panel opens up with whatever information you checked last (not related to the item you have selected) and the entire cockpit becomes frozen. The engine still works and things move around the Skunk, and the only UI element that becomes accessible is the game menu (ESC key).
This also happens if while browsing a deployed station plan you select "details" on those same modules.
It doesn't happen on all... But once a give type triggers it, it does so doesn't matter the method used to access its info page. I didn't do an extensive test of every single module but more or less I could match the ones triggering this behaviour with the ones that do not have a valid Encyclopedia Entry.
Something similar happens when you consult a deployed drone status and try to browse using "details" button (key "4") in the info panel.
4) Sometimes when a ship model swaps from long range detail to short range it becomes invisible.
When getting close to a ship, at around 9km, you can perceive a brief "blink" when the complexity of the model increases... Sometimes, instead of a detailed model, the entire ship becomes invisible. It still a valid entity that shoots and can be collided against but... Completely invisible.
5) Reloading to accept again a "Cartel Boss Vulnerable" mission usually makes the main target "ghostly".
If you save right before accepting a "Cartel Boss Vulnerable" mission and then proceed to activate it and fight against the main target (Almost always a powerfull Cap ship) but you reload BEFORE killing/capping it... When you accept the same mission again, the same Boss spawns but... Shots go through him and you can also go through him as if it weren't there.
If instead of reloading, you exit the game and then load that same savegame, the enemy is spawned as normal and the mission can be completed.
Which put in other words... Reloading a savegame doesn't seem to leave the game in the same state as exiting it and loading that same savegame.
This is the first occurrence of something like this I could reproduce... But I remember seeing "strange" things after a reload that later dissapeared if I loaded after exiting... Sadly I didn't kept solid notes to do a decent report on those
