Worked a bit on map/grid positions. Trying to decide how exactly to portray what's available in each location. Is it a secret, and then once you've been there display a mini-local map in each box? I think that's what I'm going to go with, and potentially have real/malicious distress signals be boosted as well.
Another thing to figure out: how often does a thing happen in a location--how "far" is an X or a Y jump? Need to think about it. Every location shouldn't have activity--space is..spacious
Finally completing the initial design. HUD in the ship is updated with changes to each. Ship displays differently depending on shield level. Scripting and a terminal command to control shield levels. Man page for shields command (very basic right now). Opposition viewer with default "nothing around" text.
Next: opposition viewer enhancements. A way to switch between a map view and the entity view (currently shown, with text if nothing of importance is around).
I had to get creative to allow imports from the virtual filesystem when using moonscript. I wrote a script pre-processor that replaces "use" statements with a function with the injected code, that then calls that function so the variable you use is setup with the result from the lib you're importing.