But it wastes the time of others, for sure not much due to small file size but still it does. It also is going to cause some folks to just enable all of them without thinking about it much, and some of those mods... Have less than desirable effects on vanilla and mod content.
There is actually a serious recurring problem with your mods Xeno and it is time to talk about it. You create opt out systems (if it is even possible at all) never opt in systems, for all of your mods but Fx Mod and EZ Faction.
Rebalance Mod:
- Questionable balance changes overall but hey is your vision but...
- Changes OP points for some weapons, which screws up variants in vanilla and mods.
- That ship chunk clearer removes cover, and that is not good. If you really want to leave that in, make it a toggle in a config.ini that defaults to off IMO.
EZ Faction:
- This is a handy mod for newer modders and even is opt in!
FX Mod:
- This is handy mod for players with weaker computers, and even is opt in for modders!
- Subjectively, I don't think many of the new visuals look very good... Especially those smoke poofs, would look better IMO as just a more generic "space nuke" effect that is a bit closer to vanilla.
Explorer Society:
- Eh, it is a faction mod and is thus fine most likely but...
- I am not sure of the contour shield in it actually interacts properly with AOE and scripted damage weapons. I know the first version of it didn't.
AI Overhaul:
- Oh boy, this thing... Well, the main problem is that it very much not opt in at all.
- You should put in a mergeble .csv that modders can place in their mods so that it would only affect their faction content if they want it to.
Thar Be Dragons:
- The fleets it makes are way way too large and I am not a fan of how they spawn in either.
- Again, it needs to be opt in. It should only create faction fleets if the modder wants it to and later on there will be some "hidden" factions where this becomes actually a serious problem and not just annoying.
Single Ship (when it is gets released):
- Breaks hundreds (yes really) of mod scripts, and expected behavior of PD weapons etc.
- Fixing this should be done on your end through various methods, mainly I would make them fighters (not frigates with fighter collision class), and script a push force that doesn't allow them to cross over ship bounds or active shield arcs.
- Fixing this should not fall on other modders refactoring their existing scripts, testing them, and testing / writing future scripts around your system for all eternity.