Thank you for even responding to a comment like this, and I do admit that I may have been too aggressive with it. I wrote it pretty soon after I saw that the latest update had completely broken the majority of the things I design in the sub editor, even though the bug causing it had been reported while the update had been pushed to unstable, and had been marked as a non-issue. I hadn’t thought much of the bug until then, as it seemed major (for people who do sub editing), had been reported and it was during the unstable phase, so I had assumed it was to be patched out, and as it wasn’t, it meant I was very frustrated with this topic at the time, given that I’ve dedicated several hundred hours into the sub editor.
Recently though, I’ve heard that the bug in question is in line for a fix, even though it had been marked as a non-issue.
As for the comment on an update on bugfixes and stability, I had seen it myself with the context you mention removed, as I was not there when the message was sent, and rather had been talking to a person I know, and to be fair to y’all, the context does make it a much more reasonable answer.
As for what I said about the state of the editors though, it still does often feel like there is little care towards the modding and designing portion of the community, even if that is unintentional, as many incredibly talented faces have been pushed away from making mods, creatures and submarines because of issues such as how quickly bugs are seemingly dismissed as working fine, although I know alot of us haven’t really thought of the side that many issues are reported due to mods, and so I think alot of us haven’t seen the side that you believed the issue to be caused by a mod. Even though this may be the cause behind the scenes, it still can be incredibly frustrating to see that things you have spent a long time working on be destroyed due to a bug that has seemingly been deliberately ignored.
Plus, most of the editors themselves are in dire need of polish, as they are often extremely difficult to work with, which is a large part of why these talented people have given up on the modding/designing scene (e.g. Morphine, the developer of MN creatures, which is arguably one of the most well made and polished creature mods on the workshop)
I do really believe the editors themselves are a huge boost for the game, and the fact that they are simply built-in and still allow for quite a depth of detail is a major reason as to why the modding community for the game is as big as it is, but everything beyond the sub editor is incredibly difficult to use, as documentation is near nonexistent on how to use them, and something like the creature editor feels like it shouldn’t be on the main menu of the game. I do understand that the majority of dev time is always just going to cater for the people who just play the game, as it’s the majority of players, and I do like that things like the creature editor is on the main menu, yet it feels like it shouldn’t be there.
I suppose something that could potentially ease some peoples frustrations with it would be, if it’s possible, so that instead of marking issues that were potentially caused by a mod as not an issue, to mark it as potentially caused by a mod, and allow it to be re-opened if either the reporter can show it’s not a mod, or if you see something that means it may not be caused by a mod, as you do now.
Whether implementing that into the bug reporter is possible, I have no idea. But something following along a similar thread to that would likely go a long way to ease this sort of issue, as even though people would be annoyed that a bug reported is marked as a potential mod issue, it’d likely be less so than marking it as not an issue.
Thank you for what you do for this game, as I said my initial message was written while I was very frustrated with the situation, and the context didn’t really let me mention that I do genuinely love the game, otherwise I wouldn’t have stuck around for 500 hours i suppose.