There's a lot of stuff here that I attempted to split into separate branches but it was all just too intertwined to reasonably do so while having each part work 'individually'. I'll happily set up a session on VC to go over just this one.
Jump drive rework - no more coordinates, config-predefined jump points
POB JHs performing a crossplugin callout to PlayerCntl hyperjump instead of massive block of duplicated code.
'simulated' Jump tunnels for POB JHs and Jump Drives
configurable PvP spawn protection on successful system change via any means
Hyperspace Hub periodic jump hole randomization, for more details ask Haste or myself via DM.
Added configurable commodity restriction for jump drives (can disable all or just group jumps for ship having ANY commodities onboard) solving jump trading problem completely.
System for setting up custom defined fuses to fire on successful system transit, depending on mode of transportation (JG/JH/JD)
There's a lot of stuff here that I attempted to split into separate branches but it was all just too intertwined to reasonably do so while having each part work 'individually'. I'll happily set up a session on VC to go over just this one.