v1.1 up
Made some of the changes this morning. Mainly fixing logic errors and allowing input of uwp.
One comment on items with technology higher than the planets TL. When a high technology item is available it is priced higher. So a tl 4 world could have tl 8 goods imported for example, but the prices of those goods are higher. The logic is that higher tech level goods are less availiable, and if they are found, they are priced higher. And by the same token an item with a tl lower than a planets is priced lower and will be generated more often.
I think of some countries where most of the population are subsistance farmers or herders, but in the capital there are mercedes benz's, helicopters, and computers - thanks to imports. So I am thinking the same would happen with star ports, some high technology there. But the further away from the star port you get, the more primitive the technology found.
Working on:
1. condition of items -a TL 10 item found on a TL 3 world will most likely be poorly maintained if used, or manufacturing could be of poor quality or excellent quality, etc. When I pull the pin on a TL 10 handgrenade manufactured by Billy Bob's manufacturing - is it going to be a dud, go off in my hand, or ??? That TL 12 grav car I found on a TL 5 world looks a little beat up, is it going to malfunction 500 kilometers deep in a desert wasteland ?
2. limiting the returned list of items to an optional set amount if the referee wants to limit the list (The referee only wants to seed 10 items in and around the starport for example) . Although my thought was that these items would be planted by the referee into various stores, pawn shops, import firms, local dealers, back alleys, gangsters, patrons, maybe they see it being loaded in a shipping container, etc. So all the items would be there, but they wouldn't know/see them all unless they went looking.