assets/starpocalypse.json
{
## D-MODS FOR ALL
# Damage pristine ships that the player can buy.
"addDmodsToShipsInSubmarkets": true,
# Damage pristine ships in player's starting fleet.
"addDmodsToStartingFleet": true,
# Configure min and max of d-mods each pristine ship should receive. Ships with less d-mods are ignored.
# Used by both options above. Minimum is always at least 1, and maximum at most 5.
"minimumDmods": 2,
"maximumDmods": 4,
## MILITARY REGULATIONS
# Buying or selling military wares Open Market is illegal unless you are commissioned with the owner of the market.
# Uses same logic as Military market with the addition of:
# - Legal list is applied to make item or ship always legal (or illegal, if !negated),
# - All civ-grade or civ-hint ships are always legal.
"militaryRegulations": true,
# LPC, weapon, and modspec tier and combat ship FP at which they are still legal.
"regulationMaxLegalTier": 0, # easy mode: 1
"regulationMaxLegalFP": 0, # easy mode: 5
# Remove endgame ships (all capitals) and items (tier3 LPC, modspecs, and weapons) from Military Markets.
"removeMilitaryEndgameCargo": true,
"removeMilitaryEndgameShips": true,
# Suspicion level will grow even with transponder off. It is still useful to sell illegal wares.
"transparentMarket": true,
# Setting this to 0 essentially disabled the feature. Setting this to 1 makes it behave as if the transponder was on
# for suspicion calculations. Setting it above 1 will cause a penalty for trading with transponder off.
"transparentMarketMult": 0.5,# vanilla: 0
# Accessing Black Market is only possible with transponder turned off.
"shyBlackMarket": true,
# Black Market handling fee as a fraction of Open Market tariff. If tariff is 30%, Black Market tariff will be 15%.
"blackMarketFenceCut": 0.5,# vanilla: 0
## BETTER MARKET DEFENCES
# Adds a tier 1 station to all non-hidden markets that do not have a station.
"addStations": true,
# Add extra structures to eligible markets (Ground Defenses to all markets and Patrol HQ to core markets).
"addGroundDefenses": true,
"addPatrolHqs": true,
## REPUTATION CHANGES
# After winning an engagement, the enemies of the beaten fleet will have a slightly better reputation of you.
# Their allies will dislike you slightly more, though.
"combatAdjustedReputation": true,
# Raiding for special items instantly ruins player reputation with the owner of the item.
"hostilityForSpecialItemRaid": true,
## OTHER CHANGES
# Do not drop blueprint packages. Player will have to collect blueprints one by one.
"blueprintPackageNoDrop": true,
# Number of s-mods available to player (without skill).
"maxPermaMods": 0, # easy mode: 1, vanilla: 2
# Remove all ships from salvageable debris fields and always require a story point to recover a ship (both derelict
# ships found across the sector, and post battle recoveries - including own ships).
# Also remove all cryopods with officers, and other "items" (like survey data).
"stingyRecoveries": true,
}