
Well, this is a fun little bit of confusion. In this mod sample pack are a customized Event Manager special made for the uses of a prototype device mod. Place the two files into your Extensions folder. Not compatible with Events Manager 2!!
Hop in the test wolfen and check it out!
The device mod does several things, some of which you might find entertaining:
Stasis Box- a complex item that demonstrates the amazing ability to spit out an endless amount of assorted colored eggs. This device has another interesting quality- it can be trapped in addition to it's usual functions!
That's right- I have implemented a basic item trap-interrupt for <Invoke> example which can be applied to a variety of items- anything without charges that can be used, such as a ROM, Crystals, Fuel, Barrels.. anything!
For now the trap simply sends a threatening message.

Using a Purple Egg will take you to a little Item Scanner screen I built to allow you to get some Data from any item, and also Set or Remove charges on any item. Go ahead, remove a charge from that Titanium Bulkhead and see the mysterious maximum!
Place one charge on the Stasis Box, and then exit the Scanner screens and go back and use that stasis box-

Ok, what's the point? Well- I am developing various sneaky ways to set a trap. Many of the items would naturally be suitable for a trap check when Looting, so the next version of the trap mod will involve a Loot override that can set traps on nearly any normal item. yay!
I also will be starting a side business building and selling Trap Detection equipment soon to be available through-out Earth-Space.

Now to the meat of the project:
Get some eggs out of that stasis box, while it's still in debug it won't be consumable, but real versions will only be usable once. Once you have a fair collection of Eggs on hand, go to the Mini Incubator screen.
The Mini Incubator device is a stand alone system that you can incubate nearly any kind of living egg in! Once Activated the MiniInc will allow you to place an egg into the incubator and wait for it to hatch.
When the egg hatches, you will find a baby critter running around your cargo bay.

The item is an example of a primitive device in a device system that can accept various device styles and achieve a different effect after time. This could be applied to creating layered devices and systems for your playership, and the evolution of an item over time (eggs hatching) shows that it can be tied into a background Event manager action to create the effect.
This example has some very primitive powers, and so I am developing a Engineering Hold that can make use of a variety of devices to combine into ship altering configurations. These installable items may be nested as well.
Even though a fun and interesting bit of code, the incubator is lacking in a variety of checking routines and is easily exploited- I wanted to get the functions laid out and play with them first, but I will be adding ways to check for unique items (such as running more than 1 incubator at a time!) and manage whether or not the item exists before doing a time delay action. (right now you can incubate an egg and then go sell the incubator before the egg hatches and still get the egg- the event doesn't check for the cause yet)
This mod isn't much more than a demonstration of some interesting possibilities for devices and events, but you might also enjoy having a collection of animals and eggs...