Hmm... collection of mods in one file is not covenient unless the game finalises. Which I will give it how many years it wants, I love it and don't care.
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That also brings another quirky thing. If the game finalises and all the active mods are compiled into one, what will one do about new mods coming in? I'm imagining more mods will come in at that time and people will have more freedom to do more than one mod and tweak their already present mod to balance or add stuff.
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Balance and synergy as well as fail safe interactions (something like the Templars Lattice shield everyone has to code properly when it come down to unique weapons and such), are important. Like the mods already said, SS has a lot of growth and more so to come.
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Not to mention some whole gameplay changer like Ironclads (sad to see it go, but it had me confused for a while).
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I would suggest do what you wish, maybe wait (forever?).
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Also, mods arguing about Workshop? That's something I haven't seen before. I agree with some points and disagree some others. Let us wait for Alex to proceed how he wants and we'll move according to the decision.
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That said, do we have a mod that plays around with laser weapons? I'm trying to think of a unique hull mod for the mod I'm brainstorming for now. It'll probably be based off similar to Diable Avionics, but something like this:
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This faction laser weapons range are finely calibrated for range and strength, therefore, they take time to warm up before making a very big impact. Range and damage of beam weapons are decrease by X% for A seconds. After that, the damage and range are increased by Y%.
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This is just one idea though, still working on plans and description.