I am aware
My "mod" runs serverside on Pitboss servers - there will be two methods of installing it - one is in a Mod folder, and the other is to reside right in your Assets file (overwriting one of the originals) - the second method is the equivilant of using the CustomAssets method that most mods let you do,
but that won't work in multiplayer, so the actual Assets directory must be used.
My readme will have a list of pros and cons for each method, and will make sure people realize the "risks" of having a "mod" installed in the base Assets directory. The main advantage of not doing it like a mod is that each player will not need to get the mod and keep it up to date with the server's version. Since the mod only runs serverside anyway, it makes sense to only have the files serverside. Of course, the server will have to have "Lock Modified Assets" unchecked and players will have to deal with the "Your game files differ from server" warning when they log in. But it'll be worth it to get the features this mod will provide.