Unfortunately Starsector's dev(s) gave their tacit (initially) then fairly explicit (eventually) support to both the banning of a mod that added an "Imperial" faction (because "muh nazis") and -- more egregiously -- the adoption of "detect the naughty mod and refuse to run" functionality to several other popular mods.
That is, someone made a popular mod that some whiners didn't like, so they lobbied to have it banned from the official venue for mods and told the modder to "go host it somewhere else if you don't like it!" Then they altered their own mods to refuse to function if they detected the offending mod running alongside them. The devs supported the ban and did nothing to stop the other mods' misbehavior, and eventually gave a wishy-washy answer amounting to "meh, I'm not going to do anything about it."
At the time I remember it pissed me off so much I seriously considered refreshing my Java skills to write a utility to fix the problem (mods define and use distinct IDs for resources they add that are unique to each mod, so the fuckers just checked for those IDs and crashed if they found them). My "fix" would have been to load the offending mod's resources, re-randomize all the IDs and update all the code programmatically to reflect the changes), so you'd download the mod (and the tool), run the tool on the mod, then install it. Can't detect "evil" by ID if they're unique to each user. Fortunately, I noticed people who wanted to use the naughty mod were perfectly fine with not running the shitty ones.
Gentle reminder that Digital Research successfully sued Microsoft back in the 80's for adding a check to Windows to make it refuse to run on DR-DOS. There's legal precedence against this kind of behavior, so it's not like it's considered generally acceptable in the tech industry.
God I hate wokescolds.