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Blocks in this game use an ID system to determine what position they take up. Most IDs are reserved for vanilla blocks or relocated blocks, 1-200 and 17000-21000 are usable for modders.
Once uploaded to the workshop, these IDs are then relocated to prevent conflicts. However to combine all of them means to take all of these mods that use the limited number of IDs, and put them in one big file. This would cause an ungodly number of ID conflicts (blocks with the same ID) that the modder would have to manually fix.
However, it may be possible to write a Python script to do so in an automated fashion (depending on if SLPP, a lua to python parser, works correctly with anything that can be found in a blocks.lua), but given the greater complexity of blocks.lua (as opposed to regions.lua, which I have been working with via script) there would be several more things to consider (e.g extends, shapes) and ensuring that you are doing things in a way that will not cause future issues for you (e.g so that if you re-generate the mod to change something or add a new mod, that you won't break your ships that you've made with it) and many potential edge cases that would need to be carefully considered.
I suggest joining the Reassembly discord if you would like to know more about how you could potentially do something like this if you know some level of Python.