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Anything that uses custom blocks means that your blueprints and ships can be rendered majorly broken by a drastic mod change, or it's removal from distribution. If the blocks don't exist, your ship has massive holes and loss of function and now needs rebuilding. Your only saving grace is a local copy of the original mod.
With a mod that is done in this style (just SBC mods and code), if it drastically changes or is removed, your design is intact and just doesn't have added functionality - so you can just carry on or find a replacement.
SDX use a lot of custom blocks and other stuff. It creates a great experience, but it creates backwards compatibility issues with blueprints and saves and is mainly designed around their custom RP-PVP server experience, which makes sense. I've played there. It's great.
These mods are designed with a more or less opposite philosophy.
You can spend months building anything you like with these mods and the blueprint will be valid in vanilla+DLC, or any other server or world because it is just functional layers on-top of preexisting base game blocks (such as locking thrust direction, drive signatures and heat calcs, thrust gravity, etc.) - at most all that you lose is the functionality added by this mod.
It also means you can combine these mods with basically anything else, as they don't use any other frameworks, or have any custom blocks that wouldn't be managed by other mods or scripts. Worst case another mod overwrites a functionality of this one.
Hope that helps!
Added support for Prototech thrusters to be added to signatures at the same level as large hydrogen variants and also be locked to forward only thrust. They do not have their color altered, however (intentional).
I had previously tested the torp guidance script on my Torch server and it was working, so hopefully it still is working fine - I am unable to confirm currently as my homelab is down for drive reworks.