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Master file itself hasn't broken however.
-- on another note : Enenera has new SW mods, so there's always those
In addition, I do not approve of my user base being harassed to remove & uninstall my mods.
Let alone after I had left WC, to suddenly have it flip off my workshop.
So no, turning it off isn't good enough.
They can fuck themselves.
So not only would I suffer every single bug of WC, I'd suffer every single new 'build' of WC being exclusive which means possibly dozens of dependencies trying to kill each other, even if I removed the hostile code myself, a user just has to not notice 1 single instance of WC in their mod list, and mine gets deleted from the entire game.
So I would be constantly getting invisible errors in my user error reports, from possibly a single mod using WC of any kind just shutting mine down, flashing error code that doesn't exist, while concealing itself from crash logs.
Akin to if SE itself decided randomly one day, to uninstall other space games, lock them out, and hide that it did it one day.
This text & deletion is hidden from the Crash log, meaning when this thing breaks another mod it has concealed that it was the source of the problem.
So lets say I add any block with a Vanilla TypeID of say any Turret, any fixed-mount gun or a flare, that block is then instantly deleted & locked from the world automatically, and no new blueprints are allowed to have them either -- effectively stripping entire typeIDs from the game itself.
(Part 1)
I rather spend my time doing game development than fighting a script mod that got full of itself.