I'll take a look at that thread, thanks for the link! That's a good point about if the Extensions actually 'need' power... hmm. Unfortunately I've been around long enough to still see kiloWatt rather than the silly PUs (and I read them as "pee-uu!" stinky! ha! ). Was around for the discussion of whether to use 1 Watt, 10 Watts or 100 Watts as the 'base' for "1"; guess that front was overrun by the Zirax So I'm liking the thought of the Controllers taking X-power, and Extensions none. Same way I was ok with the abstraction of Interior Lights being 'free'; the 5 or 10 kiloWatts of the Core should cover at least the first 20~50 LED interior lights (no need to mess with all the tiny watts in other words). On Config.ecf; yeah, one of the reasons I haven't used it much in the past, the hassle. Plus I'm likely to fall down that rabbit hole and tweak all sorts of things (Fuel Tank HPs I'm looking at you!). Been over playing 7 Days to Die. They implemented an xpath system that really eases modding. While they use a number of xmls to seperate out things like Blocks and weapons, the neat thing is that you can make/use many different 'modlets' that -all- make changes to the same xml file. Similar to the way our 'activating' the Config.ecf by renaming it, overwrites just the default properties we define, but imagine being able to have -multiple- Config.ecfs; one Config.ecf where you put just the power changes to the CCU & CEUs. And another where you tweaked all 'tanks', etc. Makes managing things much easier.