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
