Earlier quoted context omitted.
This has been Factorio's MO from the beginning. It was in Early Access forver, and all that time it was way more polished and stable than many fully released games with much higher budgets. In the decade or so that I've played Factorio, I can't even remember a single crash of the base game. It was always mods that crashed. Factorio performance is also fantastic, running smoothly on potato PC's until you get in to the…
> It was always mods that crashed. I wish modding APIs in general did more sanity checking before loading a mod. A low hanging fruit is APIs to be statically typed, and also to not use nulls on such APIs and things like that. A more comprehensive check is to verify whether two mods are guaranteed to be compatible (but this sounds a bit hard). But more importantly (not sure if that's the case with Factorio) not break…
As an example of just how far accessible APIs can benefit games/their players: The god awful language and API that has enabled Armed Assault franchise modders to create entirely new games - literally, PUBG started life as a mod for Armed Assault 2. Armed Assault 3 launched ten years ago, and there are still many new mods being produced today, and Bohemia have further embraced this community by supporting "community developed" DLCs such that modders get rewarded for their effort.
I often wonder how much better/diverse/stable these innovative and entrepeneurial ventures could be with a "proper" API.