Thanks for your support.
Release Version 3.0.1* Added setting for salvage multiplier
* Added removal of items from black markets based on stability
* Renamed black market tariffs to bribes
* Added more granular control for settings related to market defences
* Added compatibility with Nexerelin to stingy recoveries
* Split stingy recoveries settings to separate derelicts and combat recoveries
* Added option so combat stingy recoveries does not apply to player ships
Detailed Changelog
* stingyRecoveries on derelics changed to only affect ship recovery
Previously stingyRecoveries caused all special events on derelicts to be removed in addition to forcing all ship recoveries to cost story points. This removed game flavor events such as finding extra crew on a derelict, cryopod officers, special caches of trade goods (drugs, transplutonics, etc) as well as the special events where enemies would ambush after searching a derelict. These events are now untouched while derelict ships will still require story points to recover.
* Split stingyRecoveries config into multiple sections
Changing recovery of ships after combat relies on using the FleetEncounterContext which causes issues with other mods. Specifically Nexerelin, Ruthless Sector, SWP, and various bounty mods which implement their own versions of FleetEncounterContext. While I've tried to ensure that Starpocalypse is compatible with Nexerelin's implementation as it seems to be the most common case, I don't think it is possible to maintain compatibility for every possible variation of mods. There seems to be no easy way around this with the current architecture of Starsector. To help with cross-mod compatibility, I have split the stingyRecoveries setting into two parts; one for derelicts and one for combat disabled ships. Disable stingyRecoveriesCombat if you are having mod compatibility issues.
* stingyRecoveries setting added for player ships
As part of the overhaul of stingyRecoveries, there is now an additional setting allowing disabled player ships to be recoverable without story points. If stingyRecoveriesCombat is set to false, player ship recovery will fallback to vanilla Starsector behavior.
* Added setting for salvage multiplier
Reduces salvage yields by 50% by default. This can be overcome later game by stacking more positive salvage multipliers from ships, skills, etc. This only affects regular trade goods (supplies, food, fuel, etc) and not special loot (weapons, AI cores, colony items, etc).
* Expanded settings for market defenses
Ground defenses are upgraded to heavy batteries at a configurable colony size (default 6). Previously all markets got the base tier 1 orbital station. Now markets get larger stations depending on size. As before, only markets without a station will be affected (existing stations are not upgraded).
* Black market "tariff" renamed to "bribe" in game
* Remove items from black market based on stability
Markets with high stability will find high value weapons and ships removed from the black market. These items will also become unsellable on the black market while stability remains high. Trade of Marines and Heavy Weapons also affected. Price breakpoints configurable in the militaryRegulationStability.csv file.
BTW if anyone seeing this has more experience with modding Starsector than I do and knows how to properly made changes in FleetEncounterContext compatible with other mods, please let me know.
My current plan is to make 3.0.2 include LunaLib support for in game settings changes.