Fluffy Bunny Feet
Emperor Mongoose
Modules are cheaper than a whole ship and remember you can within hours of arriving on world be reloaded with a new preloaded module and be on your next run rather than the typical claim of a week in system. So instead of 2 trips a month you make 3 or slightly more. This is an advantage more for the big companies than the little PC companies. Helps to explain why they can keep the PCs down to smaller type ships. This advantage potentially increases the ships gross income by 50+% but the ship cost is NOT increased by 50% as the most expensive systems are on the non modular part of the ship. A pure cargo module is very cheap.Has anyone done the math on something like that? With very large (say 1,000 dton) modules? LASH never took off in reality due to a few things that probably wouldn't be present for starship modules. The issue with the modules sitting empty is that you'd still have to pay maintenance on them, so if you swapped out a passenger one for a freighter you'd be stuck paying all that life support cost and not being able to use any of it (though maybe you could have an auxillary power plant on it and turn it into floating accommodations while it sat there?).
Yes you can have a power plant in the module. My understanding is that it only works for the module itself and can't run power to the ship (though the ship can power it). So modules can be used to build bases on habitable or other worlds. PC's with a ship that has standard modules could be employed to deliver a base piece by piece along with its crew (in a habitat module).
No reason an unused passenger module can't be powered down and stored though there would be some cost involved in doing so and in bringing it up to be able to support passengers/crew again.
One advantage though is that you might by a used ship and when you want to customize it you buy another module rather than modify the one you have (which you resell). For example you could have a Far Trader for which fuel for J-1 is in the ship and the balance to make J-2 is in the module. If you find yourself with such a ship on a main you can carry more cargo per Jump with a pure cargo module as you may never need to do a J-2.
You might have ships built modular and get an enhanced price discount as they can make the base ship design and the module separately so that one model can be built and as needed slide in a standard (or custom) module.
For my setting "The Empire" has 180 ton module ships that replace the Scout/Courier. The modules are used to customize it for various roles. Module types such as: Exploration, Survey, Courier, Science, Medical and cargo are common variants (off the top of my head). They can predict fairly accurately years ahead the number of ships that need to be replaced but not the precise ratios. Since modules can be built rapidly they can be ordered on an ad hoc basis as the ships are completed. It also means that the PCs if they get such a ship either on mustering out or purchased/acquired later can customize to their needs/desires more easily and may acquire it without a module. A variant is called the Slim Trader and can use the same modules and is easily customized (commonly considered a ship for remittance men).