I have an idea that might help to improve the quality of life for a mod maker: Adding a debug or Mod Maker mode.
Basically in the mod text file you could set a flag that sets the mod into a debugging state that gives information to the mod maker (mod makers intending to publish should be reminded to turn this mode off of course).
When enabled the following should happen:
- Mod Analysis tool is automatically switched on at the start of a game.
- If any of the following conditions are met immediately warn the user on loading the mod:
1) If there are any products with a negative or zero profit.
2) If there are any 'Useless' products. A useless product is a product with no consumer demand (like a Semi-Product) and that is never used as an input in another product (which means that the Semi-Product serves no purpose).
3) In Product_Types.dbf if CANINV_YR is set but INVENT_YR is not then warn the player that the product has an invention date required but it does not it does not have a set number of years (which means it is always available without R&D).
4) In Manufacturing.dbf if INPUT1 is set but there is nothing in IQTY1 or IQUA1, warn the user and inform them that the game will just set a default (it already sets a default quantity of 1 as the input if it is not specified). Same with INPUT2 and INPUT3 and their corresponding fields as well.
5) Warn if the user has added a Product Category but no products are in the category (found in Product_Classes but not in Product_Types.dbf or Manufacturing.dbf).
6) Warn if the user has added a Product Category and products but no retail stores can sell them (i.e found in Product_Types.dbf but not Retail_Store_Products.dbf)
7) Warn if products, software or an internet company has no image set.
I think there are some other mistake scenarios but one thing I noticed is that none of those issues crashes the mod on loading, but might potentially frustrate a mod maker when they miss something but don't get any feedback on what they missed.
But if this is too complicated to program then I understand as well, it might be a lot of effort for little benefit.
I think I will try and write a mod making guide to list out some of the common problems in mod making and how to avoid them, including the ones I mentioned above.