I'm talking about how to one mod on into existence.(Like in the megamod there are some broken space stations)but thank you anyway.
You have to make an exception for it in the code then call upon that code during planet generation. You also have to make the graphics and the lander report then link it to UQM via the *.RMP files, one set for vanilla graphics and another for HD.
It's not an easy process.
To give proper credit the destroyed StarBases are from 0xDEC0DE's UQM Extended Edition. I merely ported over the code. But not all of it.
Not without knowing exactly what you need. Like, do you want one in a star system that has no relation to the plot or do you want to add in starbases for races that don't have them? I ask because, for the most part, all the planets and moons are procedurally generated by default except for plot specific code that overrides it.
It's much easier to plunk new objects down if you can piggyback off of the plot code like I did in MegaMod. Saves from having to create new .c/.h files and remembering to tie them into the makefile structure for both GCC and Visual Studio.
Probably would be easier to explain by adding a starbase to a star completely at random then you showing you the work.
I'll be back in about an hour, maybe more depending on how detailed I want to get.
EDIT:
I'll also add comments to code to explain what I'm changing
UPDATE:
This github commit details the basics on how to add a destroyed Starbase to a star system along with planetary ruins and unique lander reports for both. For purposes of my own I used the Microscopii star system