Well about the custom mission, not sure how to interact with other mods, I guess they run independently, but I should test a little more the Global() function, maybe it hides some functionality. Will look into it.
Yeah every mod should be separate. Global is for when you have multiple threads and you want to create a variable that is accessible to another thread. But you can write your code so you will never need this, if you define your variable in the global context before you actually use them.
There would be several problems and limitations if I tried to allow some kind of shared space for mods.
Objects are supposed to be destroyed when they aren't referenced anymore. Passing those to another mod could totally break this. And normal variables would also have to persist even if you deactivate a mod.
My best idea right now would be something like events that can be triggered and other mods can check for those.
You cannot click the disabled Home with a mouse,
but with a game controller, you can select Home using the up/down buttons and execute fast travel by pressing the A button.
Oh, that makes sense. I never tried it with a controller.
I guess the game checks the other stages, because that would be easily exploitable, but not the home.