Add a better way to takeover a hostile ship that doesn't require adding new custom blocks.
Perhaps:
Grind hack main cockpit (or if none set; any) + grind hack remote control (if present) = grid ownership.
Kind of like Easy NPC Takeovers, but without cryo etc. being counted as 'control blocks'.
Would be great to add a feature at a later date that allows users to enable or disable sub-features (like disable the thruster limitations) via an in-game menu, commands, or a config file.
However, complications arise for multiplayer vs. singleplayer, as multi will need a way to sync the servers config to the players reliably and securely ๐ค
After faction ships are built and added, add a custom MES mod for themed NPC ships for PvE that include tailored loot in their cargo, custom chat lines and interactions, custom drones and missiles, and custom audio chat interactions such as radioing players, faction grids and factions HQs.
When the main components are together, I would like to add a Torch server config people can chuck into their Torch install to spin up an Expansive enabled world with scale Sol system, realistic sound etc. - the bits and bobs I consider "best experience" for this gameplay.
Probably a recommended mods section and optional config that adds other great community mods that add to the experience.
Currently there is an issue in base Space Engineers that allows controlled Gatling Turrets to continue firing while reloading.
Not something that is a problem with this mod, though it is more noticeable because of the fire rate change.
Propose looking into patching it as part of this mod if it still still lingering when I stand up a new Torch server. Probably needs to be patched via PluginLoader and via Torch.
Having the option to publish a single combined mod would be beneficial for upkeep of the mod and have a single place for community engagement.
However, it will limit users from being able to toggle the components on and off that they want - for instance, they may want colored thrusters but not want forward thrust only.
(Add new issue for this once done?)
Proposed change:
Add a batch file for merging the mods into a single mod