Lol I'm going to make a convert out of you yet...
...what's the difference if tfp adds a new cabinet block vs me doing it? Mod installs the same. (Shrug)
What's the difference between building a prefab using the existing blocks and taking a 3D model from an asset store, splitting it into pieces and making a custom block out of each piece? One is prefabbing, the other the end of it. Ofc your custom block collection isn't that extreme yet but it already defies, not to say pollutes, the actual spirit of prefabbing - Creating of POIs within given limitations.
Now you might be wondering why those limitations can only be defined by the developers. Why don't we make our own rules and restriction based on technical feasibility? Besides being against the natural order of things, this also inevitably leads to chaos and anarchy. Just to give you a few examples of the damaging effects of modding:
* The more mods the greater the potential fragmentation and weakening of the community.
* The more modification we have the greater is the danger that TFP rely on player-made content at the cost of planed features and own content. Basically, every time you release a mod you drive a nail into the coffin of the game that 7 Days could have been.
* The more modifications are included in your project the more likely your creation becomes useless if one of the underlying mods stops working for whatever reason. Atm. it might look safe to you to add custom blocks but can you guaranty with absolute certainty that your collection will never cause any issues in future alphas?
* Mods tend to lower the quality standards of the whole gaming industry. The average mod can't keep up with what the average devs deliver. While there are very high-quality mods and a lot of decent user-made stuff modding still has the tendency to start a vicious circle. Customers get used to below-average quality of the modifications, subconsciously animating the devs to make below-average quality games (compared to their previous games). Usually, that causes further quality degradation of the mods.
* Mods for early access games may lead to invalid bug-reports and make bug-fixing harder. The more mod users the less testers and the more likely the official testers receive (mod-related) reports that should never have been sent. Thus, modding is like an act of sabotage or at least an act of gross negligence.
* Mod-ability costs money and time. You don't get it for free. It has to be implemented and maintained during the entire lifetime of your product. The more mods are developed, the more the players not only get used to them, but expect them to be a part of the game forcing the devs to improve the mod support . It's again a vicious circle; again at the expense of developer-made content.
Simply put, modding is immoral and just wrong. It's one of the great evils that has infested gaming. It's up to you modders to come to your senses and stop this madness. Stop your society damaging behavior before it's too late. Stop being part of the problem.
/Slowly converting Pille since 1971
Starting with this long before I was born was a good decision. Good luck.