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Yeah... I've looked over parts of the code already...
A few of the errors involved some functions referencing other mods and other codes that looked very different from itself.
Regardless, thanks for your contribution. It'd be really nice to get a more stable version of this mod.
The Indie Stone has a clearly laid out workshop policy in the steam workshop and their own site.
https://projectzomboid.com/blog/modding-policy/
I have no intention of violating their policy.
For now, I have a local copy of the mod code and going through the logic flow.
I actually didn't know about the workshop policy, thanks for sharing. I've been thinking about taking up PZ modding myself some day so this is good to know.
I dont think there is anything really incorrect about your observations.
but keep in mind, with a highly integrated mod with code into the 10s of thousands of lines,for a constantly changing beta game, its not hard to find many many areas that could be improved or require improvement at any given point in time.
the only way the mod got to this level of functionality its at is by strictly honouring the "80 20 theorem" . if i tried to be efficient and proper in all the coding, this mod would have never left the ground in the first place.
still this is why there has been many people contribute many improved code improvements from things to simple functions to major systems, many times over the past 13 ish years...
if I had the drive to go and improve the code/mode it would not be hard to find places to do so, its more so a problem of , loosing drive to keep a 13 year old mod going, when base game AI is around the corner...
I see, I have another post seeking permission to "continue" the mod updates if you are OK with it.
My expectation for NPCs / base game AI won't be ready for another year or 2, but I can understand your view.