--------------------------- Changelog -----------------------------
4.0.d
Fixed - Planetary Shield no longer shows up as duplicate in the build menu
Fixed - Bandaid-Fix for the Camouflage Field Emitter combat glitch overlay crash (won't crash anymore, but source of error not known)
Fixed - Having planetary shield and building cloud painter no longer causes a crash


4.0.c
Fixed - Mandated Overtime no longer immediately crashes the game
Fixed - Interacting with the ancient shipyard no longer crashes your game
Fixed - Custom Warning beacons crashing when reloading the game and entering hyperspace

4.0.b
Items
Fixed - Hotfix for a crash occurring when clicking an abyssal item

4.0.a
General
Added - Dialogue option to dismantle hyperspace warning beacons
Added - Framework to add some small lore text about how a planet fell to ruin when you survey (on request by Alfonzo)
Added - A few stories of demise and death (Alfonzo will probably add more)
Added - Colony corruption mode - colonies will start bleeding money the more you make. Disabled by default.
Note - With this enabled, getting a colony above 200k income is an incredible feat, but getting it to 50-80k is just like vanilla. Calculated along f(x)=x^(-0.6).
Fixed - Industry-specific cargo tabs (submarkets) no longer spawn before the building has finished construction
Fixed - Added dependencies to mod info (only took me three years)

Salvage Interactions
Adjusted - Drastically reduced the chance of IndEvo salvage specials appearing on derelict ships (40% -> 10%)
Adjusted - Halved the chance of IndEvo salvage specials appearing on caches of any kind
Fixed - Restoration Docks Event: Crash when trying to repair ships without D-Mods
Fixed - No longer spawn in hidden systems

Pets
Added - Light in a Jar, not a vengeful spirit - for mipacem7 (thank you for your support!)
Added - Odder, the mutant space otter - for Felcaster (thank you for your support!)
Added - Ability to manage pets in your fleet, on the go
Added - Expected lifetime indicator on Cryochamber
Added - Astral Squid image courtesy of Pyrophage
Added - All other missing pet images courtesy of me
Adjusted - locking yourself out of the Lord Foog dialogue on Mazalot is no longer permanent and will reset in time depending on what you did
Adjusted - Pet food order number adjusted to rank right next to heavy machinery, making it less of a hassle to sort your inventory
Fixed - Bug where the dialogue for assigning a pet didn't pop up for players with apple computers (get a proper PC please)
Fixed - Pet center dialogue can no longer be opened in remote view
Removed - Orbital pet stations around a planet (too much clutter for the use they provide in practice, use the industry menu instead)

Items
Added - Consumable item: Portable Relay, only works in hyperspace and establishes a link to a comm relay
Added - Consumable item: Warning Beacon. Deploy in hyperspace, the broadcast message is configurable - comes with an intel entry.
Added - Rare Consumable Item: Ancient Remote. Targeted AOE, campaign level. It is very funny.
Added - Consumable item: Explosive Missile. Skillshot, campaign level. Does what it says, though unreliable.
Added - Consumable item: Concussive Missile. Targeted AOE, campaign level. Knocks fleets away, does no damage.
Added - Consumable item: Smoke Missile. Targeted AOE, campaign level. Spawns vision-reducing smoke to hide in or to leave enemies in the dark.
Added - Consumable item: Intercept Missile. Skillshot, campaign level. Intercepts & stuns fleets, and makes them visible.
Added - Missiles to most consumable item drop pools
Added - Relic components will now drop from all automated ships that were destroyed (even modded)
Added - Relic component configuration for RAT Abyss, KOL boss factions
Adjusted - Updated icon for tech locator (the old tech locator icon is now the portable relay)
Adjusted - Relic components no longer drop from battles with the luddic path
Adjusted - Drastically reduced prices of forge templates
Adjusted - Removed most VPCs from Historian pool
Adjusted - Conflict/Exploration Package VPCs moved from Historian T4 to Historian T3
Adjusted - Drastically reduced drop rates for special items, again (now matches vanilla in my low-mod playthough)
Adjusted - Drive bubble spike now fires when a fleet is in range regardless of hostility
Adjusted - Drive bubble  Spike drop rate halved everywhere
Adjusted - Restoration Nanite drop rate increased
Fixed - Simulation Engine is now RTX instead of GTX.

Hullmods
Added - Hellpods. They do what you'd expect them to do: getting your marines killed.
Added - Hand Built now has a proper icon and no longer reuses the printing one
Adjusted - Renamed Hand Built to Forge World Experiment

Skills
Added - NPC Administrator skill "Micromanagement": Allows for remote management of items and AI cores after 3 months in office (NOT a player skill)

Detachments
Adjusted - Markedly improved orbiting behaviour as a side effect of the smoke missiles
Fixed - No longer crashes when told to hide in non-nebula systems without a star

Research Projects
Added - Project Prospector: trade survey data for hyperspace topography progress (unlocks after you gathered some hyperspace data)
Added - Project Sonic: trade in a metric ton of fuel for a niche, but extremely useful hullmod (unlocks if you use slow ships)
Added - Project Pulse: Pyrophage made the autopulse laser cool. I needed an excuse to put it into the game, so here it is. (unlocks if you fit an autopulse on a ship)
Added - Project Mjölnir: trade relic components for missiles, always unlocked
Added - Some sounds to the project UI
Adjusted - Show Inputs button is now Show Info and displays a description of what the project actually does (in most cases)
Adjusted - "New Projects" intel now shows which projects actually got unlocked
Adjusted - Now sorts entries in the list by progress
Fixed - Project Navi no longer displays if pets are disabled
Fixed - New Project intel no longer classed as major event
Fixed - New Project intel now despawns after 31 days

Artillery
Added - Watchtowers now reset to the controlling faction after 31 days if the station is under AI control to avoid deadlocked artillery station
Adjusted - Increased delay between shots by 2 seconds
Adjusted - Watchtowers under AI control can now be hacked, but not taken over
Adjusted - Spawn algorithm adjusted to prefer systems with lots of loot
Fixed - Artillery Eye no longer displays when UI is disabled
Fixed - No longer spawn on abyss planets
Fixed - No longer spawn in "special" systems
Fixed - Other Mods will no longer spawn an Artillery on game start if the setting is toggled off provided they spawn it via condition
Fixed - Bug that caused the vanilla black hole dialogue options to get overridden (thank you for reporting that, Histidine!)
Fixed - Now properly updates its faction to the faction of the controlling market when taken over
Fixed - Should no longer fire missiles while disabled

Embassy
Added - An active ambassador will now reduce the points gained in hostile activity through their faction by up to 40% depending on your relationship
Added - Optional toggle to make them increase the impact instead. Just talk to them.
Adjusted - Brought dialogue format in line with vanilla

Privateer Base
Adjusted - Output decay adjusted from 2/mo -> 1/mo (this is a buff)
Adjusted - Now properly reflects alignment when placed on Managed Democracy world
Adjusted - Raid Timeout for star systems increased from 3 months -> 8 months (6 with a beta core)
Adjusted - Lawless Subpopulation now counts any faction that has an evil disposition for the stability bonus (Nexerelin)
Adjusted - Lawless Subpopulation now requires a neutral rep level (was: Non-Hostile)
Fixed - Devmode crash when target factions are zero (just for you Histi <3)

Senate
Added - Industry option point to access the dialogue from the industry screen
Fixed - Edict: Mandated Overtime now correctly decreases build times
Fixed - Options now display the market name instead of "$market"

Salvage Yards
Added - Industry option point to access the dialogue from the industry screen
Added - Blockades now generate extra salvage points, like raids
Adjusted - Trading in ships for custom production capacity now calculates value off the base value (30%, lowered by D-Mods)

Restoration docks
Added - "Can not transfer" text for ships with the unrestorable tag

Engineering Hub
Adjusted - Whitelist supplemented with smart ship auto-whitelisting for factions that don't have a whitelist.
Fixed - Modular ships now have their modules stripped of weapons and fighters when deconstructed

Requisitions Centre
Added - Now sells consumable items like a military market

Academy
Added - Industry option point to access the dialogue from the industry screen
Adjusted - Can now pull admins from active duty
Adjusted - Now displays where, and if, an admin is assigned in the selection list
Fixed - Can no longer decivilize galatia (mod conflict)

Courier Port
Added - Industry option point to access the dialogue from the industry screen
Added - Can now ship to (and only TO, not from!) Automated Shipyards once they are restored
Added - Can now ship to and from RAT settlements
Fixed - No longer crashes when shipping marines from a market that stops existing during transport (Marines will lose their XP, small price to pay)
Fixed - Can no longer circumvent storage restrictions via Ship All. Illegal items and ships now get dumped into storage instead of the target cargo.

Specialized industries
Fixed - Specialized Mining now has correct outputs
Fixed - Specialized Refining no longer ignores all external supply/demand bonus
Fixed - Mantle Bore now working with Specialized Mining
Fixed - Catalytic Core now correctly working with Specialized Refining
Fixed - Centralization Bureau now properly applies output bonus when present
Fixed - Specialized industries no longer bug out when present on the same planet

Governments
Added - Outpost: Growth locked at size 3, no base industry slots, upkeep reduced by 30%. Simple, effective.
Added - Managed Democracy: Clamped stability, reduced income, marine training, income bonus for planetary military action, no luddic cells, freedom, democracy
Added - Forge World: Industrial buildings work as if at 100% hazard as long as there are no shortages, ship hulls provide flat income and more production budget
Cont. - Forge World: Randomly provides experimental ships for free, rural industries more expensive, pollutes the planet, shortages cause unrest
Adjusted - Rural Polity: Now gets -1 stability for every special item and AI core installed (it is still OP as fuck)
Adjusted - Rural Polity: Farming now produces Organics (and drugs with free port) instead of supplies
Adjusted - Rural Polity: Light Industry now produces Supplies alongside weapons
Adjusted - Rural Polity: Reduced light industry weapons output
Adjusted - Corporate: Stability Bonus calculation now scales off gross income, not net (Ignoring stability!)
Adjusted - Corporate: Base Income x1.2 -> x1.3
Adjusted - Corporate: Base Immigration malus -30 -> -20
Adjusted - Corporate: immigration malus now scales with income up to -50 (-20 base, -1 per 10k income up to an additional -30 )
Adjusted - Corporate: Can now use growth incentives even at maximum size
Adjusted - Forge World: Halved ship building interval while keeping +DP budget/mo the same
Adjusted - Forge World: Delivery notification now includes hull size / designation
Adjusted - Adjusted some of the credit costs
Fixed - General: Governments now correctly recognize patrol HQ, MilBase and high command as military
Fixed - General: Tooltip no longer displays "click to change" when it can't actually change
Fixed - General: Tooltip no longer displays "Permanent in X days" after it has become permanent
Fixed - General: Button to change no longer shows up when it can't actually change
Fixed - Corporate: stability will no longer enter a downward spiral on game load
Fixed - Corporate: now properly unlocks up to max industry slots when permanent instead of adding 4 flat
Fixed - Corporate: no longer applies the hazard rating upkeep modifier twice
Fixed - Corporate: now respects the additional hypershunt industry and no longer considers it going over the limit
Fixed - Underworld: no longer applies the hazard rating upkeep modifier twice
Fixed - Monastic / Forge World: no longer deliver multiple free ships a month
Fixed - Monastic / Managed Democracy: now properly increase marine XP
Fixed - Arcology: now properly suppresses the heat conditions added by an orbital lamp
Fixed - Arcology: now buildable where it should be (everywhere except lava & gas giants)
Fixed - Arcology: now properly uses the water version image on water planets
Fixed - Arcology & Rural: alternate images now load properly after the game was closed
Fixed - Another Arcoship crash (Underworld Gov.)
Removed - Monastic Orders (Split into Managed Democracy and Forge worlds)

Automated Shipyards
Added - now have their own storage after being restored
Added - now have music (by Haplogynae, thank you so much!)
Adjusted - now pulls ship parts and relic components from the onboard storage first
Fixed - Bug that would lock you into a failed menu state when opening ship selection, picking no ships, and pressing confirm (reported by RoadTrain)

Derelict Industries
Added - Industry option point to access the rift generator dialogue from the industry screen
Adjusted - Rift Generator warp animation updated, it is no longer crusty as fuck.
Adjusted - Will no longer spawn duplicate ruins in the same system (if two spawn, they will be different types)
Adjusted - Hull Forge is now a structure (was an industry)
Adjusted - Hull Forge beta core chance to get a working template instead of a broken one: 25% -> 60%
Adjusted - Rift Generator will no longer spawn on planets with an artillery
Fixed - Rare crash when applying ruins to a planet with a null faction
Fixed - Can no longer crash the game by shutting down a rift generator while moving
Fixed - Crash when a ResLab is manually added to a planet on new game ProcGen
Fixed - Gave Hull Deconstructor the structure tag
Fixed - No longer (almost) exclusively spawn on abyss planets
Fixed - No longer spawn in hidden systems
Fixed - Modular ships now have their modules stripped of weapons and fighters when deconstructed

Ruined Infrastructure
Added - A size 4 or larger colony that decivilizes will now always have ruined infrastructure of one of its former industries (if any)

World Wonders
Added - Setting for Cloud Painter to remove the planetary shield texture (only when present on the planet)
Added - Setting for Cloud Painter to replace the planetary shield texture with a barely visible alternative (only when present on the planet)
Adjusted - Added US_continent for valid World Tree planet types
Adjusted - Removed US_magnetic planets from valid World Tree planet types
Fixed - Another Arcoship crash (arthr pls)

--------------------------- OLD VERSIONS -----------------------------

3.3.e
General
Adjusted - Updated to 0.97a

Pets
Added - Terraforming Drone
Added - Domain-Era Roomba
Fixed - Pet unassignable Bug

Supercomputer
Fixed - Cross-Mod Crash with Arthrs' Ships

World Wonders
Fixed - Cross-Mod Crash with Arthrs' Ships

3.3.d
General
Fixed - Lunasettings now properly work (some settings will STILL ONLY APPLY WITH A NEW GAME, like disabling pets.)

Weapons & Ships
Added - Graphicslib effects for everything courtesy of Himemi/Cieve (Thank you so much!)

Items
Adjusted - Special item drops now about 60% less

Research Projects
Adjusted - Progress displays now use decimal formatting instead of rounding the number
Fixed - Research dialogue not recognizing if you have fitting special items in inventory

Artillery
Fixed - [Wisp] - Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg411734#msg411734
Fixed - Tentatively fixed another Crash on new game https://fractalsoftworks.com/forum/index.php?topic=18011.msg418708#msg418708

Military Relays
Fixed - Crash when there is no market with a military but a relay exists (???) https://fractalsoftworks.com/forum/index.php?topic=18011.msg418028#msg418028

Supercomputer
Fixed - Rare crash when built on a modded station without the "station" tag

Governments
Adjusted - Monastic Order no longer buildable on stations
Adjusted - Monastic Order no longer buildable on gas giants
Adjusted - Arcologies now suppress extreme Hot and Cold
Adjusted - Arcologies can no longer be built on lava planets, gas giants and stations (they are bunker cities...)
Fixed - [Wisp] - Monastic Order Crash when picking having no valid ship to pick
Fixed - [Wisp] - Monastic Order Ship production message crash
Fixed - Weird crash with ship production message that cropped up when updating the mod
Fixed - Rural government image change button now properly shows up

Pets
Fixed - Can no longer duplicate pets by opening the box multiple times
Fixed - Now automatically opens the naming dialogue on press, no more manual unpausing
Fixed - [Wisp] - Crash when euthanizing a pet while it's in storage
Fixed - [Wisp] - Crash when a pet in storage dies

Derelict Industries
Adjusted - Made spawn weights a bit more balanced, all types should now show up every run
Fixed - Ancient Lab now picks commodities from a whitelist (no more PAGSM commodities...)
Fixed - Blacklisted RAT alterations from Hull Forge S-Mod Picker

3.3.c
Specialized industries
Fixed - GET THE NEW GRAND.COLONIES VERSION to fix the vanishing industries bug
Fixed - Menu item shows up again (whoops)
Fixed - Can no longer change specialization on planets you don't own
Fixed - Stopped buildings from vanishing when switched

3.3.b
General
Fixed - No longer infinitely writes "Type" in front of industry descriptions on load

Items
Added - Failsafe for weird heavy industry types to demand/produce ship parts - they suck at it, but now they at least do
Fixed - Crash when another mod fails to specify a valid variant for a recovery event (looking at you, lukas)

Exploration
Fixed - Rare crash when an item choice special resolves to null, by making it drop a fish instead

Industry Specializations
Adjusted - Nerfed all outputs by 1
Fixed - Industry option no longer shows up when the feature is disabled in the settings

Governances
Added - Setting that makes all governances behave like vanilla pop&Infra, turning it into a cosmetic choice.
Added - Setting to edit max size for gov change
Adjusted - Capped CorpoGov stability Bonus at +10
Adjusted - Doubled credits/stability steps for CorpoGov
Adjusted - DP buildup for Monastic Orders ship tithes reduced, meaning it takes longer to build caps
Fixed - Corrected Monastic Orders description: they are able to build capitals because they have cultivated their inner ki for 6 billion years

Pets
Added - lotsa pets now have illustrations
Added - A setting to disable the entire system including station spawns
Added - All pets now eat supplies as well. This means you technically don't have to buy pet food, but it's still cheaper.
Adjusted - All pet lifetimes increased by a lot (only applies to new pets)
Fixed - Double "." on death message
Fixed - Pet station screen getting stuck on pressing ESC
Fixed - Crash when a pet dies while not assigned to a ship

Artillery
Added - Watchtowers now spawn around gates
Adjusted - Planets can now be visited, but not surveyed, if an artillery is in orbit (I am extremely sure that this will break)
Fixed - Finally, FINALLY fixed the immortal artillery bug
Fixed - Bug that caused artillery terrain to crash when no artillery is present

3.3.a
General
Added - Full LunaLib Integration
Added - Setting to adjust column amount in all the ship pickers in this mod
Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
Added - Disrupt Danger to all IndEvo Industries and Structures
Adjusted - Rules.csv $market -> $marketName for 0.96
Adjusted - Code Changes for 0.96
Adjusted - All industry images got touch-ups to bring them more in line with vanilla

Pets
Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
Added - Research Project for a rare Pet
Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
Added - Animal Centers to Gilead, Jangala, Fikenhild
Added - Small interaction to Arthulf (check the comms)

Automated Shipyards
Added - Rare chance for a ship to be an automated variant, usable without the skill
Adjusted - new interaction image (the old one was kinda trash)

Exploration
Added - Derelict Pet Shops (chance at very rare pets)
Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
Adjusted - Fixed Arsenal station having lower chance to have event than intended
Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls

Detachments
Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)

Weapons
Adjusted - Matter Degrader range 500 -> 600
Adjusted - Pulsar Carbine range 900 -> 1000
Adjusted - Cryo Artillery damage/shot 1200 -> 1000
Adjusted - Cryo Artillery flux/shot 480 -> 350
Adjusted - Cryo Artillery chargedown 1.2s -> 1s
Adjusted - Causality Disturber range 1000 -> 900
Adjusted - Causality Disturber EMP 1200 -> 600

Minefields
Added - Mines now get temporarily disabled by an interdiction pulse
Added - Tooltip showing controlling entity
Adjusted - Made NPC fleets react to them better (no more jiggling around)
Fixed - Base damage halved
Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)

Items
Added - Relic Components now from from Abyssal Enemies (RAT)
Adjusted - Simulation Engine - Added tooltip info about scaling effect
Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
Adjusted - Slightly buffed drop rate of relic components on remnant fleets
Adjusted - Halved the relic drop rate on derelicts
Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)

Artillery
Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
Fixed - Artillery Stations should no longer be stuck in repairs on game start
Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
Fixed - Bug that caused the station to persist after being killed via planet interaction

Specialized Industries
Added - Refining Specializations (increased output on one commodity, malus on the other)
Added - Mining Specializations (see above but for mining)

Governance Types
Note - Check the FAQ for these, they are not simple enough to be explained here.
Added - Underworld
Added - Rural Polity
Added - Hidden Arcology
Added - Monastic Order
Added - Corporate Governance

Commerce
Fixed - No longer resets build times on load/save

Variable Assembler + Manufactory
Added - VPC Pather interest
Added - Historian can now point towards VPCs
Adjusted - Base pather interest to 0 (1 for Manufactory)

Interstellar Relay
Adjusted - Now a tad more expensive to build

Supercomputer
Adjusted - Now a tad more expensive to build

Salvage Yards
Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)

Courier Port
Fixed - Crash when planet has no storage

Restoration Docks
Fixed - Can no longer restore ships that should be unrestorable
Fixed - Broken Tooltips

Requisitions center
Fixed - No longer gives you the market content for free when removed
Fixed - Broken Tooltips

Engineering Hub
"Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)

Privateer Base
Fixed - No longer displays cross-mod content tooltips when other mod is not installed

World Wonders
Added - Ice Palace
Added - Lava Fortress
Added - Tree of Life
Added - Cloud Painter (Does Stuff)
Adjusted - Moved visual changing to its own button
Fixed - Dark Palace "Ressource" typo (literally unplayable)

Ancient Laboratory
Added - Now supports switching the bonus commodity when a beta core is installed
Adjusted - Can no longer pick non-vanilla resources as bonus

--------------------------- Old -----------------------------

3.2.c
Privateer Base
Added - Small interaction with Substance.Abuse
Added - Setting to auto-deliver to gathering point (reverting the change below)
Adjusted - Now delivers loot to local storage (use a courier port to transfer it.)

Items
Fixed - Transpoofer no longer causes faction change to get stuck when undocking

Salvage Yards
Fixed - Salvage Yard crash incompatibility with the ICE mod

3.2.b
Variable Assembler
Fixed - AI Core Tooltips

Artillery
Fixed - Crash when Railgun is shooting

3.2.a
General
Adjusted - Complete code restructuring

Techmining
Removed - Techmining progress indicator (Download Better Colonies instead!)
Removed - Vanilla techmining override

Items
Adjusted - Chance for patrols to ignore the Sensor Decoy reduced to 10% (from 30%)
Fixed - Transpoofer no longer causes you to fight your own fleet when engaging a station while it is active

Supercomputer
Fixed - Crash if colony does not have primary entity

World Symbols
Fixed - No longer applies stability bonus to planet when hovering over build menu
Fixed - Stability bonus now properly spreads to other in-faction planets in the system without needing to open them

Detachments
Fixed - Mystery crash https://discord.com/channels/187635036525166592/619635013201428481/1043634065917608088

Minefields
Adjusted - Condition is now visible in planet search

Artillery
Added - Setting to adjust spawn chance
Added - Tag "indevo_compat" and functionality to allow other authors to implement orbital station compatibility
Adjusted - Derelict artillery is now rarer (about 30% less)
Adjusted - Now ignores Epta tradestations for faction change
Adjusted - Watchtowers now spawn when artillery condition is applied to planet
Adjusted - Condition is now visible in planet search
Fixed - Eye indicator now works reliably again
Fixed - Eye no longer shows up if artillery is not hostile or broken
Fixed - Artillery stations now properly target and shoot you upon target lock
Fixed - Eye no longer shows up in systems with friendly artillery
Fixed - Now properly reverts to derelict station if there is no other faction claiming the system
Fixed - Can no longer spawn on alpha site
Fixed - Can no longer spawn in hidden systems
Fixed - Planets with artillery are no longer valid targets for missions and quests
Fixed - Watchtowers can now be interacted with and no longer display "doesn't work"
Fixed - Watchtowers can now be captured by player when not under AI control (remnant/derelict)

3.1.f
General
Fixed - Performance issue that caused continued slowdown while game went on

Artillery
Adjusted - FP 100 -> 250 (this makes the tooltip display more stars, to indicate danger level better)
Fixed - Crash when a NPC fleet fights the station and it dies to it
Fixed - Missile hit sound name to prevent crash on linux

Senate
Adjusted - Industrial Incentives tooltip (200% -> Doubled)

3.1.e
General
Adjusted - Made most visual effects not interactable

Items
Added - Settings for relic component combat drop rates (min FP, destroyed fraction)

Exploration
Added - A new superstructure to restore, giving access to MORE GACHA MECHANICS LETS FUCKING GO

Weapons
Added - Side bar indicator for combat slow field effect

Artillery
Added - Star System Tag "IndEvo_SystemHasArtillery" to denote any system with an artillery
Added - Star System Memory Key (boolean) "$IndEvo_SystemDisableWatchtowers" which disables watchtowers and location reporting by fleets
Added - A shitload of settings to make your bones harder (or weaker)
Added - Sounds for combat weapons (Courtesy of Soren / Harmful Mechanic)
Added - Sounds for campaign weapons (Courtesy of Soren / Harmful Mechanic)
Adjusted - Visual adjustments for mortar explosions
Adjusted - Railgun damage 2500 -> 3500

Minefields
Added - Settings

Embassy
Fixed - Crash when NPC colony decivilizes in a non-standard way (Embassy moved up on rework priority once again)

3.1.d
Items
Adjusted - Particle colour now properly works off sun colour
Fixed - Scoop now also scoops from suns that are not the primary star
Fixed - Scoop crash in dual-star systems
Fixed - Scoop crash in nebulas

Courier Port
Fixed - Intel now actually removes itself 7 days after ending (whoops)
Fixed - Intel now properly displays total cost instead of only cargo cost
Note - use this console command to clear all the stuck intel entries (takes 7 days):
runcode com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.removeAll();

Embassy
Fixed - Weird copy-paste typo in description (how did that even happen)

Artillery
Added - Indicator telling you if you are being detected by watchtowers
Adjusted - Railgun charge up 3s -> 5s
Adjusted - Railgun damage 8000 -> 2500
Adjusted - Railgun now fires a 3-shot burst
Adjusted - Railgun shot interval 3s -> 10s
Adjusted - Missile tracking range 800su -> 600su
Adjusted - Watchtower hack duration now actually up to 2 months (Was 1)
Adjusted - Watchtower now takes some time to get a target lock, depending on your distance to the tower
Adjusted - Watchtower sensor ping now irregular
Adjusted - Watchtower sensor range range 3000su -> 4000su
Fixed - Watchtowers no longer permanently have the first faction they spawned under in their name (new game)
Fixed - Hacking a watchtower now actually clears your targeting info

Derelict Industries
Added - Blacklisted Riftgen from spawning on Niko Satellite planets

3.1.c
General
Added - Better Colonies SP-Improvement Config data

Items
Fixed - Refreshing market no longer updates consumable item presence
Fixed - Consumables no longer vanish from storage

Artillery Stations
Adjusted - S-Point improvement now increases range by 4000
Adjusted - Tracking distance on missiles 400 -> 800 SU
Adjusted - Missile speed 200 -> 250 SU/s
Adjusted - Slightly decreased railgun projectile travel time
Fixed - Nex colony fleets now auto-destroy the artillery when establishing a colony

Research Projects
Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)

World Wonders
Added - Toggle to switch between alternate visuals (if present)

3.1.b
General
Fixed - CTD on new game

3.1.a
General
Added - President Matt Damon added to credits of this mod for help with vectors and math. Thank you!
Fixed - Corrected all those getList tooltips to get

Items
Added - Consumable Item: Nanite Repair Module - Repairs your fleet, restores CR
Added - Consumable Item: Tech Locator - Grav Scan for hyperspace, indicates systems with lots of loot
Added - Consumable Item: Drive Bubble Spike - Deploys a mine that fires an interdiction pulse when an enemy fleet is in range
Added - Consumable Item: Sensor Decoy - Attracts military fleets in a large radius, baits artillery fire
Added - Consumable Item: Fuel Scoop - Succs juicy space fuel from a nearby star or nebula
Added - Consumable Item: Transpoofer - Changes the faction of your fleet for a time
Note - Some can be bought, all can be found through combat and exploration
Adjusted - Switch to non-vanilla drop group system, courtesy of Matt
Adjusted - Drop rates on all IndEvo items and loot overhauled

Weapons
Adjusted - Rift Pulser now properly scales with ballistic hullmods
Adjusted - Causality Disturber is now Hybrid (what have you brought upon us)
Adjusted - Causality Disturber Sprite Update (Courtesy of Nia)
Adjusted - Revised Causality Disturber Stats - less burst, more sustainability (Courtesy of Nia)
Adjusted - Rift Pulser Sprite Update (Courtesy of Nia)

Artillery Stations
Added - 3 Types of artillery that shoot you on the campaign layer
Added - Artillery to Eochu Bres, Chicomoztoc, Kazeron, Sindria
Added - Derelict Artilleries that will find you while exploring - conquer them to build your own!
Added - Watchtower stations to hack or take over, that report your location to the artillery

Research Projects
Added - Project Transistor - Trade Relic Components for consumable items
Fixed - Intel entry no longer shows up in decivilized tab and is now properly marked important

Minefields
Added - 2 seconds of invulnerability after a jump
Adjusted - Phase ships now only add 0.3x their hull size weight to hit chance calc
Adjusted - Damage reduced by 50% (they still hurt)
Adjusted - No longer blows up on fleets in combat
Adjusted - Bounty and "Important" Fleets are no longer affected by minefields (cheaters, man, amirite)
Adjusted - Friendly fleets ignore minefields and will no longer get stuck trying to pass them
Adjusted - Increased immunity time after strike for NPC fleets
Adjusted - NPC fleets in "immunity time" now treat the minefield as if it was not there = much smoother transition
Fixed - Visual IFF check now matches explosion IFF (properly turns green when friendly ect...)

Embassies
Added - Faction: UAF

Engineering Hub
Fixed - No longer removes all blueprints of a size from IndStorage when creating a new one

Courier Port
Adjusted - No longer gets placed on core worlds randomly
Fixed - No longer transfers cargo/ships to inventories that can not hold them when "all" is selected
Fixed - Shipping intel now vanishes after finishing (just like your dad back then)
Fixed - Crash when shipping port intel could not find valid map location
Fixed - Crash when shipping from a Nex goverened colony

Privateer Base
Adjusted - Failed raids now give 30% more output than before (to compensate the unplanned decay nerf)
Fixed - No more infinite output stacking with industrial incentives
Fixed - Now ignores bonus supply for output decay
Note - 2 base output (+ 3 bonus) - 2 decay = 0 supply next month, where up until now it would have been 3

Academy
Adjusted - Manually blacklisted that one Oculian Armada skill everyone was getting
Fixed - No longer counts mercenaries against the officer limit

World Wonders
Added - Custom image for Timids Kadur rework
Fixed - No longer awards SP when an NPC builds one
Fixed - Stability Bonus for other in-System worlds is now properly permanent

Derelict Industries
Adjusted - Laboratory bonus can no longer resolve to modded commodities
Fixed - Hull Forge crash when printing a ship (Mod Incompatibility with GundamGC...)
Fixed - Rift Generator can no longer spawn on planets with minefields (new game)

Detachments
Fixed - Ability now gets added to your hotbar after the tutorial ends
Fixed - Now properly transfers weapons and fighters on creation
Fixed - Crash when orbit focus had no orbit

3.0.d
General
Added - Vanguard and Eradicator to whitelist files
Added - More useful tips
Adjusted - Meme tips now show up 10x less than useful tips
Adjusted - All IndEvo fleet member pickers now have 8 columns instead of 5 by default

Minefields
Added - Tooltip showing the chance to blow up due to your fleet size (low/med/high/extreme)
Added - Even more IFF checks - NONE OF WHICH HELP IF YOU FORGET TO TURN YOUR TRANSPONDER ON
Added - Setting to turn em off (will not fix your skill issue)
Adjusted - Player owned minefields no longer care about transponder status
Adjusted - Visuals look less shit
Adjusted - Moons with an arsenal stations will now have the primary planet spawn the minefield
Fixed - Made minefield IFF more reliable for NPC fleets (New game)
Fixed - Now properly orbits
Fixed - Crash when saving/loading in a minefield

Research Projects
Fixed - Tooltips

Courier Port
Added - Custom faction for courier fleets (invisible to player)
Fixed - Marines no longer lose XP when transferred via courier
Fixed - No longer bills you money every time it checks what to remove from the stockpile
Fixed - Crash during planet selection
Fixed - Duplication bug
Fixed - Crash when courier fleet is despawning
Fixed - Alignment issue on contract listing (IT WAS 2 PIXELS OUT OF LINE, OK??)

Detachments
Added - Escort and Intercept detachments will now aggressively attack hostile fleets that the player targets
Fixed - Marines are now considered in the cargo tooltips and counts
Fixed - Crash when a detachment goes dormant in a system without any entities
Known issue - Marine and Crew in excess of the fleet capacity are lost after a day
Known issue - Detachments get stuck when recalled from another star system

Derelict industries
Adjusted - Ruins spawn on colony establishment should be more consistent now
Adjusted - Changed Derelict Industry spawn algorithm (New game)
Adjusted - Derelict Industry type is now set on sector generation (New game)
Adjusted - Forge and Decon have a higher chance to spawn together (New game)
Fixed - Derelict industries will no longer change type (I hope)
Fixed - Ruins no longer (sometimes) count as industry
Fixed - Rift Generator cryorevival disabler condition no longer applies 100 times in a row
Fixed - Deconstructor ignore whitelists setting now properly works

3.0.c
General
Fixed - Minefields should no longer blow up friendly NPC fleets. Should.

Items
Adjusted - Terrible typo in Relic Components description (Made the mod hightly unplayable)
Fixed - Logistics Core no longer installable in certain industries

Supercomputer
Fixed - Orbital Lamp now properly affects output

Courier Port
Fixed - No longer crashes when transporting ships from a planet you haven't been to
Fixed - No longer crashes when transporting ships in general
Fixed - Now correctly bills you for ship transports
Fixed - Intel now displays correct costs

Weapons
Adjusted - Drastically reduced Causality Gun arcing chance (Courtesy of Nia Tahl)
Fixed - Crash on Linux systems due to lowercase pathing, again

Research Projects
Adjusted - New projects notification will now also trigger if you find omega weapons through something scripted (on month end)
Fixed - Spyglass (Gacha) Now properly returns the best result of 5 rolls. Rewards will be much, much better now.

Exploration
Adjusted - D-mod repair event repairs 1 d-mod less on average (on new game)
Fixed - Ruined Infrastructure no longer causes two buildings to be built at the same time when finishing construction

Detachments
Fixed - Detachment spawn supply requirement now matches tooltip
Fixed - Rare crash when clicking transport detachment after interacting with it
Fixed - AI core officers no longer appear as regular officers when merging a detachment
Fixed - AI cores in ships no longer sometimes get cleared on merge or split
Fixed - AI core officers can no longer be "recovered" as full officer person when an AI ship is destroyed in combat
Fixed - Crash when dormant transport detachment AI updates

3.0.b
General
Fixed - Nex Random mode Crash
Removed - some names that should not have shown up in game yet

Items
Adjusted - VPC Ship Components sprite updated

Weapons
Fixed - Crash on Linux systems due to lowercase pathing

3.0.a
General
Added - Minefields (this changelog is starting off great, isn't it?)
Added - Some settings
Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)

Items
Adjusted - New Icon for Ship Components
Adjusted - New Icon for Relic Components
Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
Removed - Unfinished industry items are now no longer present in the files and will maybe STOP FUCKING DROPPING

Weapons
Added - Research Projects at the Galatian Academy
Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
Added - Research Project for Relic Components

Abilities
Added - Ability to create detachments from your fleet (with different behaviour modes)
Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.

Tech Mining
Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
Fucked - T*chpriest, lmao

Embassy
Adjusted - No longer buildable on Nexerelin Governed Colonies,
Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
Fixed - No longer crashes when a world with an ambassador decivilizes
Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...

Senate
Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
Added - Info about active edict to edict removal screen
Fixed - Labour restrictions are now actually unavailable when market is a freeport

Privateer Base
Adjusted - Minor sprite contrast touch-ups

Salvage Yards
Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer

Academy
Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
Fixed - no longer crashes when training an admin with a skill
Fixed - "ESC" shortcut on leave option at galatia academy

Courier Port
Added - Proper User Interface
Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
Adjusted - Now allows shipping from stockpile
Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
Adjusted - Gamma core now makes the interface accessible at any comm relay
Fixed - No longer loses shipments
Removed - Insurance
Removed - Item drops on fleet death

Derelict Industries
Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
Fixed - Rift Generator - no longer considers nex outposts as colonies
Fixed - Printed Ships now properly work with Starship Legends
Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull

Exploration
Added - Arsenal stations orbiting planets will now spawn with a special surprise
Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
Adjusted - Reduced the requirement to get relic components from hard battles
Adjusted - Increased relic component drops from derelict Survey and Motherships

2.2.h
General
Fixed - Crash on removal for all industries that add submarkets

Items
Adjusted - Relay Hypertransmitter tooltip effect clarified
Fixed - WIP Items no longer show up with the historian (for real this time)

Derelict Industries
Fixed - Rift Generator no longer triples the hyperspace jump points of a system when used
Adjusted - Rift Generator Jump points now lead to the planet

2.2.g
General
Adjusted - Normal Storage now gets unlocked for free if ships/carge are transferred in case of IndEvo storage removal (Resto docks...)
Fixed - Commerce no longer instantly finishes building after reloading the game
Fixed - Rare crash after salvaging a wreck
Fixed - Unimplemented special items should no longer be available via the Historian (Emphasis - should)
Fixed - Starpocalypse no longer applies D-Mods to ships in the repair docks
Fixed - Starpocalypse no longer regulates the inventory of the Requisitions Centre

Centralization Bureau
Fixed - Now works for the Manufactory
Fixed - Now properly recognizes Heavy Industry and Orbital Works

Senate
Fixed - Edict Tooltips again

Military/Interstellar Relay
Adjusted - Will now properly spawn patrols if only military building on the market
Adjusted - Can no longer improve with story points (was causing issues)

Salvage Yards
Adjusted - Added a base budget of 75.000 (any output is in addition to that)
Adjusted - Reduced the required amount of Relic Components (3 per DP -> 2 per DP)
Fixed - Now has budget to custom produce ships if HI is present on the planet

World Wonders
Fixed - Typos

Exploration
Fixed - Forge Templates can no longer resolve into (D) hulls
Fixed - Player Faction can no longer be a choice in the "Rumors" salvage Event

Derelict Industries
Fixed - Ancient Lab can no longer suddenly change bonus commodities
Fixed - Ancient Lab now properly applies production bonus on save load
Fixed - Ancient Lab now applies bonus output to Manufactory

2.2.e
General
Fixed - Crash on save load
Fixed - Weird edict re-application bug
Fixed - Weird Lawless Subpop application bug

Items
Adjusted - Reduced drop chance (now has a lower drop chance than vanilla items, stop crying)

Commodity Forge
Fixed - Now recognizes the Parts VPC

Salvage Yards
Adjusted - Increased NPC base output by 1

Privateer Base
Adjusted - Buffed base raid fleet size (x1,66)

Derelict Industries
Fixed - Decon totally and absolutely will never build in Militarized Subsystems into a non-civ ship ever again I swear to god if it does it again

2.2.d
Commerce
Fixed - Now buildable again (bit too much of a nerf there)

Military/Interstellar Relays
Fixed - Crash on hover

Derelict Industries
Fixed - No longer builds in Militarized Subsystems if the ship is not civilian (for real this time, I swear)

2.2.c
General
Fixed - Parts now properly drop from combat
Fixed - Parts now properly drop when salvaging a ship wreck
Fixed - "nullpointerException" when docking at abandoned stations

Commerce (vanilla balance changes, only takes effect for newly built ones, can be disabled in settings)
Added - Can only have one in the system
Adjusted - Dealmaker Holosute from 50 to 25% income bonus
Adjusted - Story Point increase from 25 to 10% income bonus
Adjusted - Alpha core now reduces tariffs on the open market by 25%

Military Base/High Command
Added - Special item (Relay Hypertransmitter)

Variable Industries
Fixed - Capacity too low tooltip (Missing String: "outputRestriction")

Supercomputer
Added - Special item (Simulation Engine)
Added - Now displays the second AI core as sprite on the industry
Fixed - Now properly recognizes if a condition is active or not (Supressing Cold with the Lamp no longer works)
Fixed - No longer vanishes from selection if unavailable to build

Centralisation Bureau
Added - Special Item (Logistics AI core)
Added - Whitelisted Shadowyards Industries
Added - Whitelisted LOA Void Extraction

Military/Interstellar Relays
Added - Special item (Relay Hypertransmitter)
Adjusted - Now needs a military base or a high command in the system to be built (reverted to old system)
Adjusted - Build cost increased by 1.2x when no Patrol HQ is present

Restoration Docks
Adjusted - Can't restore in-built D-mods if they are specified in the hull variant (vanilla game limitation)
Adjusted - Tooltip now better communicates this
Fixed - Alpha Core upkeep modifier no longer displays as Gamma Core
Fixed - Tooltip now correctly displays ship names instead of planet faction

Salvage Yards
Added - Option to trade in ships for production budget
Added - Option for Story point usage to double production budget
Adjusted - Max bonus output is now colony size + 4 (that's still a lot!)
Fixed - No longer spam the raid message, don't report anything if not under player control

Senate
Added - Special item (Neuroconditioning Compounds)
Fixed - Forced Reloaction no longer enactable at max colony size
Fixed - Edicts no longer randomly cancel after being enacted

Privateer Base
Adjusted - Fleets are now actually called "Privateers" (It's the small things)

Engineering Hub
Fixed - Tooltip properly displays unavailability reason for printing defects

World Wonders
Adjusted - Stability bonus longer stacks

Derelict Infrastructure
Fixed - Infinite loop that only wasn't one because it always crashed due an unrelated bug before it got stuck
Fixed - World Wonders now properly award the SP when built via Infrastructure

Derelict Industries
Adjusted - "Deliver to closest X" setting now delivers to Industrial Storage
Fixed - No longer builds in Militarized Subsystems if the ship is not civilian

2.2.a/b
General
Fixed - Buildings in core worlds spawn again

Restoration Dock
Fixed - Crash when docking at planets with a Restoration Dock

Embassy
Fixed - Ambassador no longer drops to inventory when structure is removed

Derelict Industries
Fixed - Ruins spawning in core worlds
Fixed - Are now upgradeable again

2.1.c
Added - Ship Component drops to the general combat loot pool
Adjusted - Cleaned up the excess quotation marks in all dialogue

Variable Industries
Added - VPC Ship Components (uncommon)
Added - Manufactory with Ship Components VPC to Eochu Bres (the only real source, raid it for the VPC)
Fixed - Tooltip (output description String)

Salvage Yards
Added - Yards to Suddene and Donn
Added - Interaction - can now trade in components/rare components to build ships for you
Added - Interaction - can now move D-Mods between similar ships
Adjusted - Now exports Ship Components, imports hulls. The output can be increased the old way (battles in system, weapons in storage ect.)
Adjusted - Now applies bonus output to a local heavy industry (or equivalent) instead of having one. If no HI is present, it will export hulls with a quality penalty.
Adjusted - Beta core now switches the industry to "vanilla" behaviour, outputs scaling with colony size, while increasing the SU required for additional output to 90 (base 50)
Fixed - Potential High-impact Save file bloating problem
Fixed - No longer accrues salvage units while not functional
Removed - Low Output reminder message
Removed - Base Ship Quality Penalty
Removed - Yards on Laicaille Habitat and Qaras (Over industry limit)

Academy
Fixed - Can no longer remove unremoveable officers from ships (Sorry JRG, no aggressive Sierra anymore)

Restoration Docks
Added - Ship Components import while repairing
Adjusted - Now recognizes and removes in-built D-Mods
Fixed - Tooltips
Fixed - Crash in build menu under specific circumstances

Senate
Added - Edict: Single-Child Policy (stops the colony from growing)

Shadowyards Modular Fabricators and Upgrades
Added - Ship Components imports/Exports. If not fulfilled, reduces output by up to 2 and reduces ship quality by up to -50 (-40 with Corrupted, -30 with Pristine NF).

Heavy Industry
Added - Now produces components.
Added - Nanoforges now reduce ship component demand

Orbital Works
Removed - No longer produces Ship Components
Added - Nanoforges now reduce ship component demand

World Wonders
Added - Now award a bonus story point when constructed (Only once per colony!)

Exploration
Added - "Ship Components" as after combat drop
Added - "Ancient Components" as after combat drop to exploration things

Derelict Industries
Added - "IndEvo_RuinsAlways" Planet Tag, needed for mod authors that want to have ruins on a planet - it'll clear them otherwise.
Added - Variation on the Industrial Ruins - Old Infrastructure
    Spawns on planets that have ruins
    Can be restored into a random structure/industry at half cost/time of the usual build cost
    Yes, this was Techpriests idea
Adjusted - Hull Deconstructor no longer takes an industry slot
Adjusted - Forge now less likely to build in IPDAI
Fixed - Preview after surveying works again
Fixed - Modular ships on Forge Templates no longer spawn without modules
Fixed - Ruins spawning in core worlds

2.1.b

Salvage Yards
Added - Now exports Ship Components: Ship parts and machines that can, for a number of reasons, no longer be reliably produced by the degraded infrastructure of the sector. They have to be recycled instead."
Added - There are now Yards on Qaras, Agreus, and Laicaille Habitat

Heavy Industry
Added - Ship Components imports. If not fulfilled, reduces output by up to 2 and reduces ship quality by up to -40.

Exploration
Fixed - Can no longer pick the same faction twice for rumors event

Derelict Industries
Fixed - Can no longer install AI cores in the ruins

2.1.a
General
Fixed - Some tooltip adjustments

Military + Interstellar Relays
Adjusted - Now needs either a military base in the system, or a High Command on any player owned colony (can be outside of system).

Embassy
Adjusted - Negative Rep Change Penalty now trails into a new month (if you cause a -5 change, you will lose 2,5 the first month, then 1 the second, then 0)
Fixed - No longer applies the beta core penalty every day
Fixed - Crash when the planet changes faction, or becomes hostile, or is removed, or because it felt like crashing.

Supercomputer
Fixed - Bonus is no longer kept if there is no AI core or the SupCom is removed

Privateer Base
Fixed - No longer applies lawless subpopulation when just being looked at in the build menu

Engineering Hub
Adjusted - Removed Guardian from whitelist

World Wonders
Fixed - No longer allow for AI cores to be installed

Derelict Industries
Added - Indicator as to what type of ruins are on the planet without colonizing it. READ, PEOPLE, FOR LUDDS SAKE
Adjusted - Changed Forge template in-builts to S-Mods (do not count against the limit)
Fixed - FT in-built mods no longer vanish when clicking the "build in" button
Fixed - Rift Generator can no longer spawn on worlds with solar arrays
Fixed - Ruins no longer switch between upgrades when another building is removed

Exploration
Added - Setting to change the base chance of a special to be assigned to an entity
Adjusted - Changed the item choice special dialogue text to give you a better understanding of the explosion chance
Adjusted - Print Ship Special now only applies one free built-in
Fixed - Salvage specials no longer overwrite ship recovery specials (quests...)
Fixed - The impoverished merc will no longer try to charge you double for your sins (you are still a bad person)
Fixed - No longer spawns salvageable stations in the core worlds

2.0.b + c
Salvage Yards
Fixed - Now properly adds to production budget

Restoration Docks:
Fixed - Crash during Nex Random Sector generation (getMemory())

Academy
Fixed - Nullpointer when accessing, now properly works

Exploration
Fixed - Non-Exitable Dialogue/Nullpointer for the secure room event
Fixed - Forge Templates no longer crash the secure room event
Fixed - Crash when not sacrificing enough ships to the Machine God
Fixed - Impoverished Merc now lets you exit the conversation if you don't want to pay him (you monster)

2.0.a
Variable Industries
Adjusted - VPC Drop Chances
Adjusted - Merged into single drop group as to not affect other item drop chances too much

Salvage Yards
Removed - Salvage Market. Now works via direct modification of budget (no longer makes a weird pseudo colony)

Senate
Added - Edict: Exact Clearances (Increases ship Quality, decreases hull output)
Removed - Edict: Growth Reinvestment

Academy
Added - Academy to Fikenhild (since the one in Galatia doesn't spawn hireable officers)
Adjusted - Spawned hireable officer max level reduced to match 0.95a
Adjusted - Hireable officer has a chance to have an elite skill
Adjusted - Now accessible at Galatia Academy Station instead of Ancyra

Engineering Hub
Adjusted - Updated Whitelists

Derelict Industries
Adjusted - Merged Forge Templates into single drop group as to not affect other item drop chances too much
Adjusted - Updated whitelists

Exploration
Added - Another event (secret)
Adjusted - D-Mod event no longer eats the Nanoforge, but was nerfed in turn
Adjusted - Chances (no, you still can't savescum it)
Removed - Marine Cryopod Event (is now Vanilla)

1.9.d

Variable Industries
Added - Deposit amounts now get reduced in the case of deficits (Deficit% of max output)
Adjusted - Switched Commodity Forge over to Monthly Deposits
Adjusted - Commodity Forge deposits are now also reported by the monthly summary report
Adjusted - Commodity Forge Alpha Core effect from -31 days to - 1 Month (yes, there is a difference)
Fixed - No longer has a free VPC installed when built on Nex governed markets
Fixed - Tooltip now correctly states "local storage" instead of "production gathering point" as output destination
Fixed - Tooltip now properly denotes deficits
Fixed - Crash when there was no storage on the colony on month end (how does that even happen)

Centralization Bureau
Added - Now works off a whitelist. Adjust at your own risk, will not properly work with scripted things.
Adjusted - Removed "Insufficient AI Core" message spam
Adjusted - No longer works with Variable Manufactory (It never properly did in the first place.)
Fixed - Now properly applies bonuses
Fixed - Displays additional demands above 1 unit
Fixed - no longer displays "Can only have one" in the build menu when available to build.

Military/Interstellar Relay
Added - While no other military is present, acts as Patrol HQ +
Added - While no military is present, costs/build time is as much as a patrol HQ. If a HQ is present, costs/time are reduced to normal.
Added - While acting as Patrol HQ, spawns patrol fleets depending on colony size / fleet size (always less than a military base)
Adjusted - Removed Patrol HQ build requirement
Adjusted - Removed local AI Core installed tooltip line, bound it to High Command instead (It now looks better)

Salvage Yards
Added - Now unlocks the Custom Order menu (Like Heavy Industry)
Added - Will pull weapons from the Industrial Storage (dark blue) and convert them to salvage points (depending on weapon size).
Adjusted - Auto-changes gathering point if set to salvage yards market, no longer spams warnings.

Embassy
Added - Support for the Star Federation and VIC
Added - Factions will now respond appropriately to hostile action against Ambassadors
Adjusted - Rep penalty now calculates monthly
Adjusted - Embassy rep changes now have a summary notification like Variable Industries

Senate
Adjusted - Overhauled Edict rules.csv
Fixed - no longer displays "Can only have one" in the build menu when available to build.

Privateer Base
Adjusted - Is now less likely to go on suicide missions while there are weaker targets available

Academy
Fixed - No longer gets stuck with a NullPointer on officer selection when using a translated version of Starsector (Chinese/Russian...)

Requisitions Centre
Fixed - Can no longer gain rep with the ReqCenter dummy faction when trading (I hope.)

Engineering Hub
Added - Whitelisted Vayras' stuff
Fixed - No longer uses the wrong whitelist (changes to reverse engineering now actually take effect)
Fixed - Tooltip now denotes toggle function when not extended

Courier Port
Fixed - Can now transport multiple ships of the same kind at once without bugging out

Exploration
Added - Two new derelict station types (Like research stations)
Added - 10 additional types of salvage events

Derelicts
Added - Whitelisted Vayras' stuff
Adjusted - Reduced the price of working Forge Templates
Adjusted - Increased the chance for Ruins to spawn in pairs in high danger systems
Adjusted - If one part of a pair of Ruins in a system is a Forge, the other will usually be a Deconstructor, and vice versa.
Adjusted - Reworked how Printing defects work (they are now removeable, but come with additional D-mods depending on the chosen AI cores)
Adjusted - Reworked Hull Decon/Hull Forge AI core effects
Adjusted - Forge/Decon can now bake Hullmods into a ship (check the new AI core effects)
Fixed - RiftGen no longer causes planets to sometimes orbit at burn 20
Fixed - Rare CTD for the Rift Generator on mouseover (I hope)

World Symbols
Added - Build one of 5 different structures with the same effect
Effect - Reduces temporary unrest by one point a month
Effect - Increases population growth by 10
Effect - All worlds in the system have +1 stability
Note - These are mostly for flavour and might get a proper effect in the future, when I can think of something cool.

1.8.c
General
Adjusted - optimized data loading behaviour

Variable Industries
Adjusted - Misspellings in VPC tooltips

Interstellar Relay
Fixed - No longer crashes the game/Prevents saving when built in a nebula

Supercomputer
Fixed - no longer ticks down cores if not functional

Embassy
Added - Dialogue choice to move ambassador to another embassy

Privateer base
Added - Roider Union retrofit template support
Added - Setting allow the base to acquire unknown blueprints
Fixed - Lawless SubPop Tooltip

Engineering hub
Added - Roider Union Retrofit Template support
Adjusted - No longer continues pulling ships that have reached 100% progress
Fixed - THI Retrofit Template support works again

Courier Port
Fixed - Boggled Astropoli - transfer is now immediate and no longer freezes the delivery
Fixed - Ship selection no longer soft locks the game when closing selection window with ESC
Fixed - Will now correctly transfer ships from one point to another
Fixed - Intel now correctly displays lost ships
Fixed - No longer auto-fails on moving in and out of the origin system
Fixed - Item selection screen items no longer overlap

Requisitions Centre
Fixed - Game freeze on cargo update in rare cases when an Alpha Core is installed

Derelict Industries
Adjusted - Forge Template tooltips to provide more hints
Fixed - Ruins can now be removed and no longer spawn double
Fixed - Printed Ships sometimes did not get printing defects
Fixed - AutoDelivery setting now actually works

RiftGen
Added - Sound for the Transition Effect
Adjusted -Flare effect timing looks less weird
Adjusted - Orbit now gets normalized to fit the target system (No more speedy planet boi)
Adjusted - Can no longer spawn on Gas Giants (Cannot move a gravity well...)
Fixed - Rare bug that would cause an orbital station to despawn
Fixed - Colony targetting option (again!)
Fixed - Planets from a Nebula now properly orbit a sun
Fixed - Colony no longer gets stuck when exiting the system before the animation has finished
Fixed - Salvage yards no longer misbehave when stacked in a system

1.8.b
Salvage Yards
Fixed - No longer notifies you that it is running out of material while building
Fixed - Added functionality for the Salvage Market to despawn when the system no longer has a Yard (Ghost colony, takes a day)

Privateer Base
Fixed - No longer gives you "failed" messages for raids by other factions

Requisitions Centre
Fixed - Eternal loading bug (I hope)

Engineering Hub
Fixed - Crash when installing a scripted blueprint (no hull size...)

Courier Port
Adjusted - Allowed submarkets now run off a whitelist (Avoid mod conflicts)
Fixed - No longer displays Null on market check with LTA/VS installed

Derelict Industries
Fixed - Crash when an AI colony attempts to upgrade the ruins
Fixed - Upgrades no longer change randomly
Fixed - No longer blocks out upgrades while another colony has a similar ruin
Fixed - RiftGen target option "other colony" now works when there are multiple colonies in the original location
Fixed - Hull Forge no longer crashes when doing its' thing
Fixed - Hull Forge no longer takes only one day after completing the first hull

1.8.a
General
Added - Now requires MagicLib
Added - A few console commands
Added - More tips, stupid tips separated from useful ones
Adjusted - ID change from deconomics to IndEvo
Adjusted - Some slight artwork adjustments
Adjusted - All industries now behave properly on AI markets.
Fixed - Migrated version file (fuck you bitbucket)

Variable Industries
Added - Storage for Commodity Forge to auto-pull VPCs from
Adjusted - Reduced Commodity Forge base Upkeep by 2000
Adjusted - No longer ships to production gathering point (Can be changed in settings, look at courier port first)
Adjusted - Rare VPC drop chance reduced
Adjusted - General VPC drop chance slightly reduced
Adjusted - Commodity Forge no longer takes an Industry Slot

Centralization Bureau
Adjusted - Reduced base upkeep by 1000
Fixed - Crash when changing out Variable Manufactory VPC
Fixed - Crash when a Variable Assembler/Manufactory did not have a VPC installed

Military/Interstellar Relay
Adjusted - Reduced Upkeep
Adjusted - Can no longer increase fleet size above the highest size in the network
Fixed - Massive fleet size increase bug

Supercomputer
Adjusted - Removed AI-Core Storage, Added Shared Storage
Fixed - Very cold planets now provide higher bonuses than cold (oops)

Embassy
Added - Support for Spindle (ScalarTech), Pearson Exotronics, Free Stars Union
Added - Faction enabling/disabling via memory tag
Adjusted - Proper tooltips for Ambassadors
Adjusted - Code overhaul for Ambassador Items, Whitelisting custom factions now easier
Fixed - Crash on removing beta core from embassy without installed ambassador
Fixed - Nex no longer resets the increases/decreases while commissioned

Restoration Docks
Adjusted - Reduced build time from 60 to 40 days
Adjusted - Tooltip changes
Adjusted - Alpha core now increases repair cap by 3
Adjusted - Can no longer put ships without D-Mods into storage
Adjusted - Now also repairs built in D-mods (ex. Champion)
Fixed - No longer repairs one D-Mod too many
Fixed - Alpha core tooltip now correctly displays the upkeep reduction
Fixed - Beta core now displays cost prediction instead of "Something broke"

Senate
Fixed - Edict: Forced Relocation no longer considers Salvage Yards a colony
Fixed - Dialogue text is no longer small after selecting "Remove Edict" option

Privateer Base
Added - Will now start raids while on AI markets, but not bring back spoils
Added - Tooltip now states the build limits
Adjusted - Can now build two in a star system
Adjusted - System timeout reduced to 1 month on raid failure (was 3)
Fixed - No longer gains output whenever a raid of any kind finishes
Fixed - No more stupid high output when raiding systems with many planets
Fixed - System Raid Timeouts no longer carry over into other saves (yup...)
Fixed - Can no longer provide blueprints of Tiandong ships (only Retrofit templates)
Fixed - Can no longer target a colony in hyperspace (and subsequently crash)

Academy
Adjusted - Reduced build time to 60 days
Adjusted - Systemwide officer quality increase no longer stacks
Fixed - Retrieve Officer menu point no longer invisible while at full officer capacity
Fixed - Can no longer access the Academy before it finished building
Fixed - NullPointerError on Abandoned Stations

Requisition Centre
Added - Sources weapons from all factions you have good standing with.
Added - Can be set to only source from a specific faction by building an embassy on the same planet.
Added - This can easily source specific rare and large weapons, and has powerful AI core effects.
Added - Present on Baetis, Eos Exodus - can be unlocked for a fee.

Engineering Hub
Added - Reverse engineer ships, turn them into blueprints after enough hulls have been sacrificed.
Added - You have to overwrite a blueprint of matching hull size (cap for cap, frig for frig)

Courier Port
Added - Ship Cargo between colonies (From any with cargo, to player colonies)
Added - Can target specific storage for deliveries (Resupply Supercomputer, Ships to/from Restoration Docks...)

Derelict Industries
Added - Find powerful, rare industries in dangerous parts of the sector, and restore their Ruins to working order.

1.7.c
Restoration Docks
Adjusted - Fee now correctly scales to +/- 50% cost depending on standing
Fixed - AI core effects now actually apply under AI control
Fixed - Fixed cost calculations, again - it doesn't rip you off anymore

Military Relay
Adjusted - Reworked descriptions

Interstellar Relay
Added - Extends Military Relay effects to every star system with this structure.
Added - Works as Makeshift Communications Relay in a star system without taking a stable location
Note - There is a FAQ for this, since both military relay and this seem to cause confusion.

1.7.a
General
Added - Loading screen tips
Adjusted - ModUpdater now also replaces Submarkets
Fixed - Item removal bug when updating the mod with an Ambassador in cargo

Variable Industries
Adjusted - VPCs no longer all have the same drop chance - rare stuff is now rare
Fixed - No longer replaces a pre-installed VPC under AI faction control

Military Arrays
Adjusted - Functionality change - now depends on the highest total fleet size between arrays.
Note - It now works the way you always thought it did, and it scales better.

Centralization Bureau
Added - Now supports Variable Manufactory if the same chip is installed (Exports only)
Fixed - Crash when removing/changing other industries
Fixed - Tooltip always showing "No duplicate industries" even if there are some

Supercomputer
Fixed - Storage no longer visible on AI colonies
Adjusted - removed the "Repair when destroyed" feature due to it causing crashes

Salvage Yards
Fixed - "Running out of salvage" message spam on removal
Adjusted - Ship hull output cap increased (buffed) to market size +2
Adjusted - Build cost from 250k to 200k

Embassy
Added - Mod Authors can now enable and disable ambassador availability via a memory key
Added - Support for Metelson Industries
Added - Support for Caparice Trade Co. (Yuri)
Added - Support for Creatures' other Faction
Fixed - Dismissal of an Ambassador via dialogue is no longer impossible
Fixed - Timers for Ambassador installation mini quest works again
Fixed - No longer spams "Vacated Office" message after reconquering a planet with an embassy
Fixed - Ambassadors that are installed after reconquering a planet now correctly appear

Senate
Adjusted - Edict: Forced Labour - Growth penalty increase to Market size * 2
Adjusted - Edict: Wartime Lockdown - Buffed bonuses, changed accessibility penalty to export penalty
Fixed - Removing the senate no longer causes Edicts to fail multiple times in succession
Fixed - Fixed the "counts down multiple days per day" bug

Restoration Docks
Added - Some factions now have restoration docks on their planets, which you can use for a fee.
Adjusted - New storage icon and colour (this is now a faction mod)

Privateer Base
Adjusted - Pirate Subpopulation Tooltip properly displays prefixes
Fixed - Can no longer raid for remnant and station part blueprints.
Fixed - Crash when you are non hostile to all factions

Academy
Added - Store and retrieve officers or administrators
Added - Train officers towards a different personality (1 increment, 2 with an Alpha core)
Added - Train administrators to have them gain more skills (2 max, like vanilla)
Added - Has a high daily chance to spawn a hireable Officer/Admin on the planet if there is none
Added - Increases officer spawn rate and quality for the planet it is built on (Defense fleets)
Added - Increases officer quality for all faction planets in the system (Defense fleets)
Added - Academy on Galatia and Eochu Bres which the player can access while non-hostile.

1.6.a
General
Added - Cleanup and Preparation Script for Save compatibility - still not 1.4 compatible

Centralization Bureau
Fixed - Now actually works again

Supercomputer
Fixed - "Missing an AI core" message no longer appears during construction

Salvage Yards
Fixed - Concurrent Modification Exception crash

Embassy
Added - Support for Hazard Mining Incorporated
Added - Support for the Brighton Federation
Added - Support for the First Persean Empire
Fixed - Dialogue not loading correctly when docking at abandoned stations
Fixed - Ambassador shows wrong dialogue after market change
Fixed - Ambassador of the wrong faction deposited in inventory
Fixed - Crash after conquering a planet

Senate
Added - Edict: Hard Deadlines (+ Production budget, - Ship Quality)
Added - Edict selection now has a "next page" feature for small screens
Fixed - Edicts no longer cause all text to be smaller than it should be

Restoration Docks
Fixed - Adjusted cost on repair - Now actually costs 50% of vanilla restoration costs.

Privateer Base
Adjusted - no longer raids and exports ship hulls (also fixes fleet quality issue)
Adjusted - Output decay changed from general to individual for commodity exports
Adjusted - Output decay starts immediately instead of 1 month time out
Adjusted - Output decay now 2/month, up from 1
Adjusted - Spoil now contain more weapons, less high-value blueprints
Adjusted - Reduced exports on failed raid by 30%
Fixed - correctly factors in fleet size for raid strength
Fixed - Only get output on failed raid fleet reached the target system
Fixed - Crash when Target Picker only finds bad systems

1.5.g / 1.5.f
Privateer Base
Fixed - rare bug that caused infinite exports

Supercomputer
Fixed - Crash when built if no Restoration docks exist on the same planet

1.5.e
General
Code adjustment - fixed memory leaks - massively improved long time performance
Code adjustment - highly improved general performance
Settings - you can now enable/disable industries, and modify some parameters.

Variable Industries
Adjusted - Output messages are now a single monthly summary report for Assembler/Manufactory
Adjusted - Assembler commodity export locked to maximum of 3, regardless of skills or market size.
Adjusted - Supply and demand are no longer always legal
Fixed - crash on month end if colony is owned by a different faction, but governed by the player (Nexerelin)
Fixed - no longer has import demands while building/disrupted

Centralization Bureau
Adjusted - Now modifies supply and demand of the affected industries directly.
Adjusted - Removed all supply and demand from this structure (no longer generates boatloads of free money)
Fixed - "Insufficient AI core" notification when Alpha core is installed.
Fixed - shortage handling

Military Relay
Fixed - Unfinished military installations no longer count towards the prerequisites

Salvage Yards
Fixed - No longer causes a colony to decivilize in certain cases
Fixed - Salvage market removal on market faction transfer
Fixed - Concurrent modification exception crash (probably)

Supercomputer
Adjusted - Income increase now 5/15/20% (up from 5/10/15%)
Adjusted - AI core runtime now 3/9/18 months (up from 1/3/12)
Adjusted - Now takes 50 days to build
Adjusted - No longer produces new AI cores (toggleable in settings)
Fixed - Can no longer store ships in AI-Core storage
Fixed - Storage no longer present after industry removal
Fixed - Storage gets properly removed on AI colonies

Embassy
Fixed - being able to dismiss ambassadors that are already in the process of leaving
Fixed - relations increase limit tooltip (for real this time)
Fixed - crash when docking at a planet you govern for another faction (Nexerelin)
Fixed - wrong ambassador getting arrested on inauguration when compromised

Senate
Added - Comes free with floating platforms and shitty alien costumes.
Added - Edicts! Enslave your populace! Cleanse your planet of undesirables! Allow more vacation time for your workers!

Restoration Docks
Added - Slowly repairs D-Mods of ships placed into a custom storage at a hefty discount.
Added - Be careful, the cost might still exceed what you can afford and might land you in debt - Gamma Core is your friend!

Privateer Base
Added - Automatically raids people you don't like.
Added - Output depending on the raided planets, will bring back spoils of war for you after a successful raid.

1.4.b
Embassy
Added - case handling for a faction being eradicated
Added - dialogue for ambassadors on planets that were just taken over
Fixed - crash when taking over a planet

1.4.a
Variable Industries
Fixed Luxury good deposition notice

Salvage Yards
Fixed a crash related to stations

Embassy
Added - Monthly reputation increase with a changeable faction, with a 50% increased penalty on negative relation change.
Added - get your own Ambassador at a market near you, today!
Added - compatible with most modded factions, see list in the description.

1.3.b
Supercomputer
Adjusted AI-Core runtimes

1.3.a
Variable Industries
Adjusted all deposit outputs from linear increase to logarithmic increase
Adjusted output is now delivered to the production gathering point.

Centralization Bureau
Fixed tooltip - again
Fixed not getting a bonus between heavy industry and orbital works

Supercomputer
Added AI core consumption: the industry will now require AI cores to work, and destroy them in the process.
Added AI-core storage: this is where the Supercomputer takes the AI cores from.
Fixed gamma core giving better hidden bonuses than alpha core
Adjusted beta core tooltip for better understanding (Thanks Coherent Watermelon!)
Adjusted some under-the-hood parts for AI behaviour
Adjusted (reduced) the chance for a certain event to happen

1.2.a
Variable Industries
Added AI-mode for non-player controlled markets
Fixed VPC for Luxury goods is now usable
Adjusted VPC War Package now displays correct description on deposit
Adjusted warnings to text colour yellow

Military Relays
Fixed tootip displaying the market ID instead of market name

Centralization Bureau
Added AI-mode for non-player controlled markets
Adjusted warnings to text colour yellow

Salvage Yards
Added AI-mode for non-player controlled markets
Added notification about raid success/failure and received SU
Fixed Production output/cargo transfer from Salvage market now transfers everything (thanks for the pointer LazyWizard)
Fixed a crash when trying to remove heavy industry from a planet with salvage yards
Fixed Salvage Yards Admin not getting replaced when switched out
Fixed Salvage Yards market not getting removed on industry removal
Fixed build time to 45 days (was 54)
Adjusted warnings to text colour yellow

Supercomputer
Added AI-mode for non-player controlled markets
Added Increase system wide colony income, depending on planet temperature.
Added Tri-Tachyon would like to remind you to disregard any rumors of AI creation you might have heard.
From dev release: increased diminishing effect on stacking from 0.9 to 0.88
From dev release: fixed alpha AI core giving 44% bonus instead of 20%

1.1.a

Variable Industries
Fixed AI cores randomly not working (All)
Slightly decreased pather interest in Manufactory
Removed pather interest in Commodity Forge (it destroys tech, they shouldn't care)

Military Relays
Changed build requirement from High Command to Military Base in Star System
Reduced effect if no High command is present
Fixed not buildable if planet only has a military base
Fixed relays applying the bonus even if the colony had the highest fleet size
Increased beta core effect to 25% upkeep reduction
Is now unraidable

Centralization Bureau
Changed Industry blacklist to whitelist (No more issues with other modded industries)
Is now unraidable

Salvage Yards
Added