This page was last updated on 21 February 2025, 4:31AM
Changelogs
Version 7.5.01
Bug-fixes: 7.5 compatibility updates.
Version 7.0.02
Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
Bug-fix: the mod wasn't going to the next unscanned ship unless there was an active mission to scan ships
Version 6.0.002
Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
Version 6.0.0004
Tweak: Your previous active mission will always be re-activated at the end of every scanning session.
Tweak: The mod will only target the nearest unscanned ship if you have a ship scanning mission active. These two tweaks prevents the mod's scanning mission from sticking after the first scan.
Note: This version should work with 6.x and 5.x of the base game.
Version 4.2.0804
Bug-fix: Ship scanner doesn't activate after scanning a station. Thanks to TheLich for the bug-fix.
Tweak: Tweaks to mission creation and selecting the next unscanned ship.
Tweak: Find radius for the next ship to be scanned is increased to half the player ship's max range. Previously, it was at 10km.
Tweak: If your next scanning target is destroyed, leaves the sector, or leaves your vicinity, the scanning mission will find a new target.
Version 2.0.1
Tweak: Compatibility with the uncover pirate portion of the patrol mission. During that stage, after the first ship scan, the mod will point you to the next nearest unscanned ship. When that stage of the mission reverts back to the patrol objective, the Ship Scanner mission is completed and the original Egosoft mission is re-activated.
Version 2.0.0
New feature: updated for v4.0.0 beta 11 of the base game.
Tweak: Terminate the mission when the ship's scanner is turned off.
Version 1.0.1
Bug-fix: Guidance Mission bugs: "Set to active" and "Set to inactive" buttons are now available. The required UI Extensions file, kuertee_menu_map.lua, wasn't getting loaded. It worked in my environment because I have other mods that loaded that file.