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Godot provides decent error handling and warnings through the Godot Engine editor. I don't know about the rest of the group but I almost never use the editor for anything except the GUI as I have a text editor with a more comfortable interface. Strive 1.0d is distributed in release mode (non-debug), but there is a Debug mod that provides the Debug mode executable for those that want to debug without the editor, which is how I do it.

That said, many of the errors that make it to the users in a mod release are typos in the data structures not in the code. It is quite easy for Godot to catch code typos when files are initialized, but it does not proofread the data as that is a difficult task to anticipate. Thus, that responsibility falls to those that work on Strive and usually it is accomplished by playing the game. It is possible to write proofreading functions for the data, but nobody has bothered yet.