kartoFlane wrote:Also, congratulations Gencool on being the first person I know of to actually use the <findComposite> and <par> tags, I never thought I'd ever see anyone need them

Ha! Thankyou! I'm not sure if I should be proud or not.
I did consider the weaponList thing, which is why I used it for Auto Ships (it was a last resort, though, since I didn't want to write a catcher for every list of weapons)
Honestly, there's been so many times I'd have loved a 'findUnlike' tag, 'findWithAttribute', or, dare I dream, a <mod:searchAndReplace>, but half the fun of modding this game is in pushing against the limitations.
Quick update: I've added in 'ScrubbedSpotless' - it removes room-interior images.
[Edit] though I may have forgotten teleporters...
I had a long think about scrambling player ships - my best plan was to swap out systems for their manned/unmanned peers; one cycle for pilot/engines/shields/sensors/doors/medbay+clonebay, another for O2/drones/teleporter/cloaking/mind/hacking.
It'd be a
fairly elegant way of doing things, the only issue being station-less med/clonebays, where I would ideally have the search ignore/isolate "-2" rooms (not perfect, but good for all standard ships and 80% of custom ships)
So, 6 systems each set - a single .xml could have 3 pairs of systems that it swaps, then you can have 5 varients of that for different pairings; 1.xml swaps pilot and engines, 2.xml swaps pilot and shields, 3.xml swaps pilot and sensors... Load them in whatever order you want, and suddenly you have one hell of a mixed-up ship.
Seems good, until you realize that you'd have to search each pair for every possible variation of <SysA room="n"><SysB room="x"> to get this to work.
Say we set the cap at 20 rooms, that's still 400 searches per pair of rooms. 1200 searches for each peer set, 2400 for an entire ship.
The scrambler's Room Swap takes 24 lines of code, so that's 57600 lines
just for the search and replace code, let alone the stuff to isolate player ships, or -2 removing.
[edit]my maths is out here, I know, but only by about 20/60/120/2880 respectively - small numbers in comparison[/edit]
I mean, I could do it, I think, but I'm not even sure it would work and with my accuracy rate I wouldn't stand a chance of keeping it bug-free.
It needs a mod processor, really. Maybe something rannl or someone could have a look at?
Personally, I know when I'm beaten. I think this mod's about as done as it'l get, barring bugfixes or surges of inspiration.