
Barratry is usually considered a crime against the ship’s owner. Therefore, if the owner himself chooses to wreck the ship, no crime is committed, as the owner simply destroyed his own property, though this can still be considered a crime against any other owners. Also, harm to the crew can qualify as barratry regardless of who damaged the vessel.”

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I love this mod in theory, but the supply cost reducing mods seem a little excessive, any chance you split these up into two mods?
I was actually debating on doing that anyway, since I can understand that both concepts don’t really fit eachother. Give me a few and I’ll have it ready to go.

Sorry for asking too much but can you make a cosmetic only mod? So i can have D-mods look without actually having a downside for my ships, i always love the way d-mods look, just not really like the pinalty it have. Thanks in advance! Love your work
Sounds like an interesting addition to have in, hadn’t thought about that but it should be pretty easy to implement. Got some spare time on sunday to take a look at that so stay tuned.
Like Defective Manufactory -> Manual fighter assembly or Increased Maintenance -> Re-used grease or something like that. Basically rather then damaging your ship, your engineers would instead simplify/downgrade it’s systems or use improper yet cheaper supplies required for maintanance. In case of crew capacity hull mods it could be something memey like air dumped from non-essential areas and passageways – only bridge and living areas for skeleton crew are pressurised.
You should probably add brand new modular d-mods that act the same as normal d-mods but with halved penalties/benefits.
Like Defective Manufactory -> Manual fighter assembly or Increased Maintenance -> Re-used grease or something like that. Basically rather then damaging your ship, your engineers would instead simplify/downgrade it’s systems or use improper yet cheaper supplies required for maintanance. In case of crew capacity hull mods it could be something memey like air dumped from non-essential areas and passageways – only bridge and living areas for skeleton crew are pressurised.
This is also something I’ve been working on for a release eventually, since having it be the vanilla D-Mods seems like a rush job to me. Been working out some kinks with having the new hullmods be compatable along side the base games ones, so expect to see this idea come to fruition sometime soon
The D-mods seem to be flagged as ‘player can obtain/own’, which in fairness they probably need to have in order to be useable.
This however makes the Dmods appear in loot drops as modspecs, which is going to negatively impact the drop rates of ‘legit’ ones.
Not sure if you can even do anything about this without breaking it entirely.
It is possible to apply civilian mods to military ships & vice-versa, thus giving you several ‘no downside’ options.
This is particularly noticeable for civilian ships, which can load up on Dmods which are entirely irrelevant for them.
Just in case anyone had any doubts about what kind of nonsense this mod enables, please consider the following:
Some observations which may or may not be worth looking at:
The D-mods seem to be flagged as 'player can obtain/own', which in fairness they probably need to have in order to be useable.
This however makes the Dmods appear in loot drops as modspecs, which is going to negatively impact the drop rates of 'legit' ones.
Not sure if you can even do anything about this without breaking it entirely.It is possible to apply civilian mods to military ships & vice-versa, thus giving you several 'no downside' options.
This is particularly noticeable for civilian ships, which can load up on Dmods which are entirely irrelevant for them.Just in case anyone had any doubts about what kind of nonsense this mod enables, please consider the following:
I take it you have an old version of the mod then? I had removed the maintenance hullmods a few days ago since I, along with a few others, felt like they didn't fit.
That ridiculous ship is what happens when you add every available (vanilla) Dmod to something, along with having industry skills. (Used v1.1, after the split.)
Zombie ships are genuinely that cheap, but you hardly ever see stuff that broken because deliberately wrecking stuff, and then winning the fight so you can recover it is a huge chore.
The costs could possibly be halved again if I could add all the Dmods that other mods add.INDUSTRY STRONK
For ref, with all the new mods that same ship looks like this:
I love this mod in theory, but the supply cost reducing mods seem a little excessive, any chance you split these up into two mods?
I was actually debating on doing that anyway, since I can understand that both concepts don't really fit eachother. Give me a few and I'll have it ready to go.
Great minds think alike as they say
That ridiculous ship is what happens when you add every available (vanilla) Dmod to something, along with having industry skills. (Used v1.1, after the split.)
Zombie ships are genuinely that cheap, but you hardly ever see stuff that broken because deliberately wrecking stuff, and then winning the fight so you can recover it is a huge chore.
The costs could possibly be halved again if I could add all the Dmods that other mods addAh, I had assumed you were still talking about the other hullmods, but now it makes sense. I think what they are currently is alright (although still quite mental), it’s a better alternative than before
I’m fairly happy with how they fit for the mean time so just have fun with them.
This might be something unintended though...This is a ship which is for sale in a market.
It has your new mods applied to it as part of the procgen (which is cool), but:
- The mods aren't being marked as (D) in orange - not necessarily a big deal
- The mods don't seem to be respecting compatibility - the example above is a carrier with a phase mod
If you can get your mods to apply to only the same kinds of ship the mods apply to in vanilla, you've p. much cracked it.
[edit]Also, the new mods don't appear to be affecting the recovery costs, just the maint. costs. Is this intentional?