Concept: Modularity with XML/FLMM
Basically, the mod doesn't look like much, on the surface- it merely adds a single ship to FL- an uber-freighter, to be sure... but not that exciting. Every Merchant Faction now has it, so you'll see it show up in lots've places... but still, it's not that exciting, right?
What's important... is how this mod was implemented... not what it does. Basically, I've worked out easy ways to add new ships to multiple existing Factions, complete with AI, etc., and on sale whereever you can find an open spot... and the whole thing uses XML/FLMM, and is potentially a fully-modular design.
What do I mean by "modular", anyhow? Basically... what I mean here is that... I could build multiple versions of this mod, with different ships... and install them on top of each other in FLMM, without any compatibilty problems, save one- the Base that the ship was sold at.
With this coding model, it might very well be possible for non-modders to make their own custom mods... without having to know any code- they could literally grab every custom ship/weapon/whatever and throw it all into a folder... and voila! Instant mod. Sure, they'd still be at the mercy of us wiley coders, who'd actually know what was being done But it'd be a big step forward from where we are now, where most mods simply aren't compatible with one another, because they replace INIs.
Moreover... this approach doesn't require custom DLLs at all- it's all done through FLMM... so the potential here is pretty profound, imho.
I've sent it to BP, and assuming that it doesn't cause any issues, it'll be available for download soon. Please take a look-see at the way that this was coded- the approach I've used here (which makes use of a lot've find-and-replace, as well as simple Append) could really be pretty valuable for those of you who're wanting to move mods towards a higher standard of cross-compatibility...