@Spess Mahren:
Regarding the "dedicated launchbays", originally I planned to have "converted hangar" altered by my mod, in order to add an extension to its script and add an exception so it could be mounted on ships with a modular hold that also had launch bays.
There were some issues with that though, since converted hangar works quite differently to the "expanded cargo holds", "auxiliary fuel tanks" and "additional berthing" mods, considering it is not a logistical hullmod, and it also doesn't require a dock to install.
Because of that a player could exchange one of those hullmods for the upgraded modular version of converted hangar, at any time. The answer was to either add a similar hullmod to converted hangar, or modify converted hangar even further; after discussing it a bit, the alternative similar hullmod idea seems to be less intrusive, and due to that it was implemented.
I admit it is superior to converted hangar, but in contrast it does use a logistic slot, and requires a dock to install, it is also a bit more expensive for capitals.
Regarding the drops, I was already aware, and already fixed it. I've been doing a proper long normal playthrough for testing purposes, rather than several short ones looking for specific things, and because of it noticed this issue.
Also, the Coalition tech packages do drop (the 2 that are supposed to, at least), but they are a bit rare by themselves, the TSC blueprint package is a expensive one, and it will drop along all other tech packages, but it can only randomly roll if the value of the loot is at least 40000 credits, the TSC auxiliary tech package, which has all the retrofits and civilian vessels is valued at 20000 credits.
I redownloaded my mod, just to check if I messed something but the tech packages do point to the correct tags, "package_bp" on the package itself, so it will drop along the other blueprint packages, and on the plugin params line to the (weapon, fighter, ship) blueprint tags they should contain (TSC_base_bp, TSC_aux_bp, TSC_rare_bp and TSC_vanguard_bp; where the last 2 are packages unable to drop normally, and just there for testing purposes).
Anyway, the issue was that I decided to add the "TSC_rare_bp" tag to the drop_groups.csv file, in order to avoid adding the ships, weapons, fighters to the vanilla tag "rare_bp", this was done in the case someone used that tag for a faction, and suddenly you had a random faction rolling with TSC ships, for no apparent reason.
Meanwhile this approach works, as an example, it makes it so that if your roll a drop from the "blueprints" group you would be given either a vanilla rare_bp, a TSC_rare_bp, or rarely a blueprint package. This would cause an over-abundance of Coalition blueprint drops, making vanilla and package drops rarer. So at the moment I've integrated the relevant ships into vanilla's "rare_bp" drop group, while also maintaining the tag for the blueprint packages. I've been testing this by making the custom debris fields in the anomaly drop only blueprints at an obscene drop value,
Good news is, the fix seems to be save compatible, since drop_groups are not altered, only their contents and that's used after salvaging, and that I had no issues with a save made before the fix.
@cjusa:
Thanks, I think I've fixed it, however can't be sure 100%, considering chance is a big factor here, but so far I've made about 10 saves, and none had planets with doubled ruins (thankfully you can text search this stuff on the save). Seems to be fixed since I added the anomaly planet to the procgen list with a frequency of 0 (forgot to do that; did not notice it appearing in other systems during testing since it being a custom planet was a late addition to the update), and removing the category entry for the orbital ring condition, which was required to be in the procgen because the anomaly planet can be surveyed, otherwise it gives a nullpointer error.
Still not sure why the orbital ring condition was being replaced by scattered ruins though... If anything I think the bug was a combination of the "anomaly planet" having no procgen data, and then rolling for the orbital ring condition more often than other planet types, and then that condition was transformed into a copy of scattered ruins.
Bad news is that this fix is not save compatible, shouldn't crash the game though, but you won't get any changes either until a new game is made.
@DinoZavarski:
It's mainly due to the price of versatility, so consider it balancing. Also the hullmods it upgrades are already logistics hullmods, so consistency is also factoring into it. And I wouldn't be opposed if someone else wanted to implement a ship with the same hullmod in their mod, as long as it was kept consistent between mods.
Considering these fixes, and after some extra testing on my part, I plan to release an update, most likely tomorrow.