If we do not have a salvager fitted AND If the wreck  IsEmpty then add it to the LootedContainers List
re-arrange TargetWrecks() so that the "if (!Cache.Instance.OpenWrecks)" check come after the wreck unlocking bits... which preemptively add empty wrecks to the LootedContainers list if we do not have a salvager fitted.
compile fix, oops

also adds some fixes for modulecache
more try/catch blocks
1st pass at fixing traveler (gotobase, etc)
Fix for NavigateOnGrid.AvoidBumpingThings()
targetId does not seem to be updated correctly...
Add more logging to ActivateSpeedMod
fixes for useInstaBookmark
logging fix for traveler
logging fix and remove redundant code
Better logging for debugSpeedMod
Do not default to the undockPrefix of "Insta" if there is no setting defined for UndockPrefix, this allows one to turn off the feature by leaving it blank.

If somehow we manage to set UndockBookmark to a bookmark that is not in local (really should not happen), log the issue and continue without crashing the client by trying to warp to a bookmark in another system =/\
This also adds a sanity check in Entitycache.WarpTo() so that we will never try to warp to something that is more than 1/2 a light year away (31500+ AU)
Fix EntityCache.Approach, EntityCache.Allign, EntityCache.Orbit and EntityCache.OpenCargo to all be bool instead of void
This should keep us from trying to shoot things as they are exploding / disappearing
update to: DirectEve v1.330.5184.43014 Support Instance Needed
Do not check for weapons when we ware warping: fixes [ github.com/ISeeDEDPpl/Questor/issues/548 ]
More logging to catch crash
Sanity checks...
Revert "More logging to catch crash"

This reverts commit e99144d474437d506877c0c9053c1fd0d6915077.