People already get enough shit from the devs whenever anyone raises a grumble about any of their endless examples of failing to do the bare-minimum of playtesting. One thing that a lot of people seem to fail to grasp is that there's an underlying root problem here, and citing "look at how many bugs are being fixed" is one example of that.
Hell, literally the last post I made contains and example of an error message that should have been trivial to verify. and comes up in vanilla contexts where stuff behaving oddly is not expected, but no one figured out the underlying issue on their own, at least in the actual project's community. Maleclypse was kind enough to report the two actual problems as
these two issues, but that was after discussion of findings on Kenan's modder server that he was privy to. Maleclypse was thus in a position to be able relay what others found, but he shouldn't have to be the one stuck with that. It's not his bug, so is it fair to him that he ends up being the one who ends up being the first person to get the ball rolling on the fix?
The long-running theme in Cataclysm's development has been one of cultivating an attitude of "break now, fix later" and that is exactly why there are so many problems that need to be fixed. Because "fix later" tends to get passed off to other people, meaning at best it gets passed on to people who are less familiar with the relevant code and JSON, at worst it stays broken. Hell, about 90% of stuff we have to do over in Bright Nights has been "fixing weird shit that DDA broke in some way and never bothered to fix" and the like.
Now don't get me wrong here, it is reasonable to acknowledge that it's just physically not possible for the people working on a PR to spot every flaw and problem that might come up. The phrase "There's no such thing as too much playtesting" is a literal truth, you can't obtain it. But, it's still good practice to try to double-check your work, ask for assistance with confirming potential problems whenever needed, listen to feedback if someone finds a problem, and prioritize the order of actions that's the least disruptive to getting your code functional.
It's something everyone struggles to uphold, but the complaints ultimately start because the community has come to believe that DDA's devs have actively encouraged a degree of personal responsibility for their code, even among themselves, that is below an acceptable standard. And the ever-expanding list of bugs is indicative of that.
The reason you want to try and get it right, as much as possible, the first time isn't simply because it's a nice thing to do for the sake of other people's time. Whenever this sort of thing happens, no matter the project, haste makes waste. You neglect a basic test, then more time gets wasted in the process
Even if you don't give a shit that saving 5 minutes of your time might go on to cost multiple people an hour or more of their time, that still means more man-hours are spent in a way that can turn a hundred PRs, a few hundred cases of "eh I can let someone else handle this," into hundreds of issues that eat up thousands upon thousands of hours of time for everyone involved. And every person who wants to actually contribute to the project, who also adds to that problem, suffers for it.
And I don't even care about the drama, the salt, the shitposting various devs, contributors, and players made, the arguments, whatever. The biggest problem is that people brush that off as just one problem among many that the community as a whole has, or worse (especially if they're a dev who would perceive it as laying blame at their feet, as if it
wasn't a systemic problem that can neither be caused nor fixed by one single person) dismiss it as nonsense, or refuse to make the barest minimum of acknowledgement that it's something that'd ideally be avoided.
I've seen devs basically go "well it's my time, why should I give a fuck" which
misses the whole-ass point I'm making here. Yes, it IS your time. It's your time being wasted in amounts so much greater than the time that was saved initially, because you're not even remotely the only person doing it without thinking. It's not something you can just clamp down on and purge from a project, nor should it be seen as a herculean task that needs a fundamental shift in attitude to correct. It's just "remember it's a potential problem, acknowledge perfection is unobtainable, but just do what little extra you can and encourage others to think ahead in the same manner"