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That's not to say I don't like the idea, or it is bad, but it may not be ideal right now.
However, I did try to split the difference by suggesting a limited version of no-cliping mode for debugging by having a kind of 'time freeze' mode where it pauses the physics engine, and gives a no-cliping ghost that can move around and deactivate or delete normally inaccessible objects. When you turn the mode off, your camera snaps back to where your character was. This method should still preserve some of the gameplay while also addressing the common problem people are having with rogue creations.
Now that I think about it, a no-cliping time-freeze mode may also offer players a way to do interested screenshots and videos too, which could help promote things more for Axolot. If they do add that, I get the feeling they may need to add in motion blur effect that stays put when time is frozen, since otherwise, dramatic and neat pics could be hard to stage and context of action could be lost.
Took me a moment to figure out what you meant by the 'quote', but that's definitely saves space.
Also, thanks.
If your only goal is to break outside the sky box or something just to build there, you maybe playing the wrong game.
Consider this: you make a very tall elevator and you fall off it while it's still in the up position. What would you do about that?
You can see the screenshots of how I overcame it (after a brief moment of shock and disbelief) on my profile. Short answer would be, I wouldn't sit on my hands and cry about it and quit playing. Within minutes, several ideas on to get back up there (one idea to bring it down) came to mind.
Draegast, a YouTuber I watch, had it much worse, and didn't let that stop him.
So I don't have to consider it, since it isn't an academic question for me.