Version 2.1.1 update, January 12, 2010: 

+ Fixed the descriptions of the Multibot Repair Drone and Hyperfoam Injector again. The new descriptions are more accurate.

__________

Version 2.0 update, December 21, 2009:

Features and changes:
+ Initial mission screen is altered to explain the differences between mission types, and the multipliers the game applies to the values of items. 
+ Initial mission screen also shows data on your ship, including hull points and speed. I multiplied the hull points by 100 to put them on the same scale as damage and shields.
+ Color-coding of values. Yellow is value in Science Mission. Blue is Value in Pirate Mission. Orange is value in Military Mission. 
Coded as: "Value: <color=993>sss<color=999> / <color=449>ppp<color=999> / <color=944>mmm<color=999>"
+ On first contact with a new race, you learn how many points you earn for first contact, and for forming an alliance with them, and the amount earned for ships you destroy.
+ Explored planets now reveal the points they generate for you. 
+ Various clean-up fixes, such as reformatting to make sure text doesn't run off the screen.

__________

Version 1.1 update: Reformatted some data to get more information on each screen. Made beams much more intuitive and understandable.

__________

Readme info from 1.0 version:

Hello, my name is Rolfe Bergstrom. Thank you for downloading this tiny little Weird Worlds mod, which I slapped together in about a day in December 2009. 

This mod is really minor. All I did was change the text on a few items, to include more pertinent game data on what the items do. My goal is to enable the player to make more informed decisions about what loot to bring back to Glory.

This mod is less flavorful than the normal version, and NOT a good place to start your Weird Worlds play. But if you've been playing for a while, and are frustrated that certain weapons seem underpowered for their price, you may find this helpful. 

You could also look at it as a training mod to teach you which items of a given coin rating are actually worth bringing back.

I played a ton of WW a few years ago, and have just recently gotten back into the game. I was having a hard time remembering which of the various weapons were worth it, and which were junk. Since I was going to peek at the code and do the analysis myself, I figured I might as well make it more readily available to others as well. 

The vast majority of treasures now list their relevant game stats. Most end with a "value" indicator. This specifies what point category the item falls into: tech, artifact, diplomacy, etc. Due to the way missions modify values, the different categories are like apples and oranges. When in doubt, use the Coins that appear next to the item as your primary guide, and compare my value listings only as a tie-breaker, and only between items of the same category.

Weapon stats were pretty tough to parse and summarize in a way that fits on the info screen. Comparing the damage and reload rates between various types of weapons is tricky too. 
I listed two reload rates for continuous beam weapons as a result. The first number is how long the weapon sits idle between shots, the number in parenthesis is the total cycle of the beam, including both firing time and the idle time.
Along those same lines, the text on the PVC may be confusing. But I'm pretty sure you've already figured out that it's always worth taking the PVC.

I'm a little iffy on what the stats mean for the repair systems. I included my best guess, but I could be wrong. It doesn't seem to be addressed in the documentation of the game, or in the Modmaker's Guide.

I haven't seen every item in-game yet since making the mod, so it's possible that some items overflow the info screen. If you find an item whose data is incomplete, or inaccurate, please contact me at the Shrapnel Games forum (my handle there is Sgqwonkian), and let me know. Thanks!

For more info on my other mods, visit: http://transitivegaming.blogspot.com/2007/10/modding-in-infinite-space.html
 