That doesn’t matter. I can sift through thousands of lines of code to make sure my game works and won’t impact my players. It must also be noted that requiring this module would take up a significant amount of memory. I wouldn’t want 1300 lines of redundant functions, random variables, and careless FindFirst uses sitting around for something that I’d only use one or two functions from.
This is also an issue in real world code, where including lots of libraries can bloat and slow down your code.
Sure, I understand. They can come in handy, but you need to remember you’re releasing this to other developers.
Other developers who don’t find these functions useful will feel that the module is bloated with features they don’t need, and it would feel very messy working with this. Which is why I suggest you categorize these functions so developers can choose what section to use.
You also automatically connect some PlayerAdded events, which you assume the developer wants when requiring your module which is supposed to be a list of convenient commands to use.
I made about 5 other models before I published CustomLuaCommands, and they were all offsale. I was thinking about making CustomLua like that too, because I didn’t want anybody else to use it. I wanted it to just be for myself.