By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.
*gets blueprints for Blade Breaker Sparrowhawk*
*builds 1000 of them*
*stocks up every allied station with like ten Sparrowhawks*
*rubs mayonnaise all over my own body*
Ahh, it’s time to get greasy!
You realize I'm going to have to make massive changes to my endgame plans now that the secret's out, right?
That wouldn’t even be the most broken ship I ever obtained in Starsector, tbh. I once had a Neutrino Unsung with purloined Knights Templar lasers and the old-school, pre-nerf Pilums. Every battle was literally Enter Field > Launch giant Pilum salvo > Watch almost everything die immediately > Mop up the rest in a close-range slugout. It wasn’t even a battle. It was an execution.
The game has way better balance nowadays, even with mods. And frankly, I think it’s impressive how well people have managed to get their mods to work together as part of the same ecosystem without breaking the game too much. True power is harder to obtain than before. My current fleet has a couple Mayasuran Navy Elite Javanicus Battlecruisers that are festooned with a mix of Blackrock, Diable, and DME weapons, and a mix of BB Deserter ships for support. Blueprint hunting can be painful if you have OCD like me and wish you had a full library of blueprints, but on the other hand, it can be very fulfilling when you arrange deep-space expeditions just to hunt down hidden caches and colonize worlds with ruins just for blueprints, and when you get that blueprint that you know is “the one”, you’ve just got to manufacture a few of them.
Some people complain that Blade Breaker Deserter ships aren’t as OP as actual Blade Breakers, but I think that’s frankly underestimating their potential in the right hands, with the right loadouts. They are very robust little destroyers and cruisers and such, and form an excellent screening fence around larger capitals, but they’re expensive to maintain until you get to the super-late game and can afford 15/day on supplies no problem. I wish they had a combat capital, a logistics ship/freighter, and an electronic warfare ship, though. Then, a whole faction could be sustained quite well on nothing but Deserter hulls.
Anyway, I don’t really feel the need to make obtaining blueprints super-easy. For the completionists, there’s an NG+ mod that lets you start over while keeping all obtained blueprints. That seems right up my alley. Because, honestly, I love the thrill of surveying distant worlds and hunting for research stations and derelicts while keeping an eye on supplies and avoiding running dry and stranding myself tens of light years from the frontier. I’m not even kidding.