I am, I even did some tutorials for this in the "Scenarios" section, easy to find. What's your point ? I know the limits, that's why I support the OP's request. I asked for some things too, and nothing fancy : just fix basic functions that don't work as displayed, which yields random results where predictability is expected. And like you mentioned quite a few times, too many things still in the oven now to waste any more time trying to mod something. If I have lots of free time to work on mods in an unfinished game, I might as well spend this time working on a new game myself, with a free game engine like Godot, Iirlicht or Torque 3d, which allow commercial projects without asking a penny. Maybe more complex than Unity but that's a good trade-off if the time invested in learning the scripting language is not lost in royalty fees later on. And unlike Unity these engines give their source code free of charge, and they have small but very collaborative communities. There are quite a few things required in Empyrion to make modding appealing to me, starting with a more immersive interface and player/NPC animations. Yes, we can do stuff and play around for a while, but it's still in a very rough framework where some core components still need to be fixed or polished. We have very limited sound editing/ modding capacity, and this is mostly done via workarounds with decals, we can also use fancy tricks to make nice visual effects but it requires lots of work whereas having the proper tools would make it simpler and more efficient. I feel I'm preaching to a converted here, since you modded other games, but it's worth saying that much can be accomplished with just a few more tools, and I did ask for these myself a few times, and do it here again. No hurry, and I can freely spend my time elsewhere in a more satisfying software environment to put my ideas together at my own pace. But there is no arguing that what we have now is very sketchy, unstable, unreliable, and very limited by most modern gaming standards.