Nightwatch, i believe u have no reason to be mad about some1 tweaking your mod, after all if it werent for the others mods and the tweak of the others peoples, your mod wouldn't exist. I also dont think you have the right to tell who can do this or that, for instance if we follow your way of thinking, you wont be able to tweak SIMBION, in fact SIMBION wont even exist. Now here is something that you probably dont know, most people who have created the features of SIMBION are not happy to see it there, are u okay with that fact that the real creators dont like people tweaking their stuffs? Lets says you have created something and want people to download your mod, then a folk comes in and takes the best features and put it together with other mods, then the people who gonna download, see it and think "hey, i will download this one because it has more stuffs", then they dont even download YOUR mod, they choose the other one that has more stuffs, how you would feel about that? what would be your motivations to make something new and see a dude who put things together getting all the credits? do u see what i mean?
Are u mad? im not, some times i only get mad when i see people using stuffs from others mods and when they are bashing the very mod where they are getting the stuffs from, you can see that in gsc and others forums, even in the official SIMBION forum, how ironic? and you are mad about a tweak, doh, just relax.
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For those who have been reading and think that i have something against modders who use the main features from others, no i dont, i was just showing a different view and based on that, i was pointing out that there is no reason to be mad, but i do think that if everyone* start to use always the same stuffs, its a bad thing, soon there will be nothing new, lack of imagination or the lack of trying to do something new is a bad thing, there are so many things that can be done and easly, there is no need to get everything from others mods, also it would be much more cool if people could team up with others to make a mod, instead of everyone trying to make their own mod using always the same features with different settings, well that is me, maybe im wrong, i guess im just "disappointed" of how many people from stalker community is acting, even the people that many thinks that are "serious", acts like a pinhead and bash everyone in their own mod description, why would some1 put this "this is not another brain dead mod" in the mod description?

what is next? what is the point?
I also think that modders should give more credits for the people who are trying to fix stalker.
lol sry for the long post, if it werent for that silly topic i wouldnt have posted this.
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Packets
As some of you may know im about to release Inferno v1.2 and i thought about something, which would be an addon, but im not sure if in long term will crash or not.
Now about the question, as many people know the game use packets to save information to save game, like task, treasures, variables, etc...
Anyway, i have been playing with this since Inferno 1st release, but i never released anything, i was only testing.
the thing is: i know how to "play" with packets, save stuffs, etc...
but i dunno how it works, i mean i know how to work with this, but i dunno how it work, i do not have the same knowledge of Silverpower, NatVac and others about lua, but i do understand logic and how to create things with the knowledge that i have, which very much let me do almost anything i want, but there are certain stuffs that i dont know how it works.
for instance when the scripts get the packet value from bind_stalker to save or read the values, there is no information where the value is, its like magic, the game just know where the information is, i wonder how is that, i have made many functions testings packet and saving stuffs with 4 lines of code and the others vanilla scripts does the same thing, it only change the type of the value, like string, boolean , number and packet size.
How it work? how the game know when im using a packet and i read a value, how does it know that im not reading a value from the task or treasures, how does it know its the variable that i created? its so weird, is it by the position/time when the script does that?
I also figured that even saving stuffs with packet have a limit, its around 1.3kb and i was very disappointed when i hit that wall, so if the code that i use to save stuffs is basicly the same of treasure, task and etc.... i suppose that when the vanilla script is using that code is also "eating" that space and if it hit that wall it will crash as well? so the limit would be that 1.3kb that i found + the spaces that is already in use by the vanilla stuffs?
My addon would be "artefact statistics" and i have "wrote" many codes in my head on how to do it without saving the id, but it would be boring and the player would still be able to cheat, so the only real way would be by saving the ID, in my current gameplay(new game), over 200 IDs via packet is CTD. though im not sure about the packet, cuz i have seen weird errors from it. That is not a problem for a mod that dont use many variables, but for inferno is.
anyway, i doubt that i will keep doing it, im running out of time, so i thought i would ask anyway, it wouldnt stop me for making it, im just currious how it work for the game.