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thanks for your time
The only "tool" I know would be to make use of the ingame error debugging window after loading, which also lists all errors from mods. Though the problem with that is, that some mods have "expected errors" and even if there is no error, that is still no guarantee that everything is working as intended.
This mod here should be easy to add and remove, since it only adds extra functionality to the projector block. And if you remove it again, well, that functionality is gone. Space Engineers handles this gracefully. The only dependency of this mod is to "Rich HUD Master" though if you use Build Vision, you have that any way and it never caused any problems for me.
ooh my god hrhr if i only knew hrhr, damn you made me chuckle. Look i dont have a clue ... in so many ways not ^^. I havent tried yours or the other mod, i just saw the pictures and that there might be a conflict as similar visualisations are being used to achiev yet different tasks. So before i ruin a safe or even a new game ^^ i made it my mission for any game i mod to screen the mods as much as possible , especially when i intend to run many mods.. as i do.
What use case do you have, that you would want to use both mods?
@Raynor Thank you, but I have not published any of my builds (yet).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2947081810
Discord: geraged
But this is nice too.