I'd actually like to open up more options between the ModAPI and the Ingame ModAPI. I recently tried to add more functionality to programming blocks. I started out with sending chat messages over antennas, with the goal being to find out how to expose methods to the programmable block. I tried making a static class in the Sandbox.ModAPI.Ingame namespace, but I have a feeling I'm still bumping into the whitelist. (ModAPI.Ingame may be accessible, but my class inside is not?) So! My request is having some way for modders to whitelist their own namespaces or methods in the programming block. Since this opens up a possibility to go around said security feature, there obviously needs to be some sort of warning when using the mod. My idea is this: Some namespaces are hard-blacklisted; First the blacklist is applied (Everything in System for example), then the existing whitelist (which overrides the blacklist), and then the modmaker's-whitelist (which cannot override the previous two lists) When a user then enables a mod which whitelists it's own methods, the user gets a warning containing: "This mod is exposing stuff to the Ingame Programming Block. This can be dangerous, only use this if you have complete trust in the mod developer" A list of namespaces/classes which the whitelist adds If an existing documentation exists online (when exposing System or Microsoft namespaces for example, an online documentation page usually exists) clicking in the list opens that page, so that the user gets some insight into what exactly the players can do with this functionality (Is this good, or can this cause problems?) If there is none (it's a custom namespace/class the modder made for example) clicking a list item will show the code inside. Most normal users may not be able to read it, but it might deter people that don't know what they're doing from messing up their server (or even their entire pc!), while giving users with programming experience a look into what the code does, so you can inspect if you actually want this in-game. Of course, a similar message is shown when you join a server with such a mod enabled (with a "pls don't show this again" button maybe) Another idea is only allowing namespaces and classes from within Sandbox.ModAPI.Ingame.Custom. This assures only custom methods are used (though some system would need to be designed to blacklist harmful things such as System.IO wiping your HDD and such) While I'm well aware that this can potentially be risky, I feel that when those risks are clearly shown upon enabling a mod and the user gets enough info about what is added, this can make for some pretty amazing options for in-game programmers. (allowing scripted changes of block color for ANIMATED RAINBOW SHIPS! or active-camo stuff for boring people) This would also potentially free up more developer time. Since modusers can add their own in-game methods, they would no longer have to ask for some methods to be whitelisted. And it would of course simplify code in programming blocks as well; Users could, through mods, add functions which return a list of damaged blocks for example, giving people newer to programming the option to fiddle with this without downloading a massive script they'll never understand or be able to modify to actually do what they want.