diff --git a/.docs/web/pages/reference.html b/.docs/web/pages/reference.html
index 34a1228..62cb294 100644
--- a/.docs/web/pages/reference.html
+++ b/.docs/web/pages/reference.html
@@ -253,6 +253,13 @@
To make an airbase buildable add a text box inside of the trigger zone and name it: buildable_[freeform]
Then in the text box type amount of kilo's you want to be transfered before the logistisc mission is complete.
+
+ To add a custom briefing for a buildable zone, include a text box inside the trigger zone and name it: supplybriefing_[freeform].
+ {{coords}} is highly recommended for the players.
+ Additionally, the amount of kilos required and delivered are always shown on the bottom, as well as a note to not land in the construction zone.
+
+
+
The base or zone will slowly build up with each crate giving both a nice view of it happening AND it's good for performance as there's not a big addition of objects at once.
Right now a crate takes 15 seconds to unpack per 500kg. Meaning 2 crates of 1000kg will be faster than 1 crate of 2000kg.
diff --git a/src/classes/stageClasses/missions/BuildableMission.lua b/src/classes/stageClasses/missions/BuildableMission.lua
index e9e9e05..a4fa74e 100644
--- a/src/classes/stageClasses/missions/BuildableMission.lua
+++ b/src/classes/stageClasses/missions/BuildableMission.lua
@@ -75,7 +75,13 @@ function BuildableMission.new(database, logger, targetZone, noLandingZone, requi
end
self.code = tostring(database:GetNewMissionCode())
- self.name = "Resupply"
+
+ local splitTargetZoneName = Util.split_string(targetZone.name, "_")
+ if splitTargetZoneName and #splitTargetZoneName[3] then
+ self.name = splitTargetZoneName[3]
+ else
+ self.name = "Resupply"
+ end
local type = "site"
if requiredCrateType == "SAM_CRATE" then