I will admit, it was a big letdown when I got the big module ship this adds and *couldn't* put forge modules on the modules.
Ikr? Me too, me too...
I have a whole planet eater spore ship, big enough for 20k people to live in, yet struggle to create supplies, and a bunch of ship modules being useless.
If only the mod support forge ship hullmod on modules, that would be cool.
Tried hard implementing forge hullmod on module, didnt work. The current state of the mod doesnt support module calculation, and the script wont check ship's module too.
The dream of having a "mobile colony" is so close, yet so far away lol.
Btw, the miner ship the mod implement should not have "forge ship" hullmod included as D-mod. The ship have spacious cargo, yet forge ship kill 75% of its cargo and burn supplies it produce because the ship have quite high supply cost.
For module, because of its nature (storage and CR cost doesnt exist). Should use current production calculation fomula, which still check the size of the module, but use the main ship's CR percentage lower point, but wont reduce main ship CR (maximum 50%, minimum depend in main ship CR. For example, if main ship CR is 100%, the module CR for production is 50%. If the main ship CR is 20%, the CR for production is 20%. Module production wont reduce main ship CR) in exchange for considerable amount of production reduction.
(For my own test, module CR is hard locked at 50%, it wont increase or decrease no matter what you do, even space refit. Pros: modules wont burn CR from you. cons: its locked at 50%, which greatly reduce your item forging output, are usually small, and low OP point)
Yes. Another feature, more things to work with, more calculation, more demand.
The author probably have his hand full for now, so lets not demand it too much.