Actually, I believe the reason I got to BuildingResources first is specifically because I developed SaveUtils. Without it, such a loop isn't possible, because there is no reliable way to keep track of which resources have been applied and which resources haven't, across saved games. I guess you could have got to that before me as well. That would have been helpful, because the deserialize routine required about 30 hours to develop and refine. Tho to be fair, the original deserialize by killmeplease worked well enough, but I guess I did get to the shared cache first. I mean killmeplease had a cache utility but it only worked in a single lua context. It didn't share the cache with every other mod currently running, which made it much less efficient, not to mention confusing to people trying to use the script data slot to share data between lua states. Of course, there were a lot of limitations to sharing data that way anyway, so I developed ShareData, which allowed me to share the cache universally. So I guess it's kind of a doing thing, more than a thinking about and asking others to document stuff that you could easily document yourself.
But yes, I suppose you could have gotten to it before me. But that's the past now and I await what ever improvements you have to offer. In the mean time, I'm currently working on making it easier for people to create their own in game screens without cluttering up the InGame.xml, allowing far greater mod compatibility. What is it you are currently working on? I wouldn't want to get to anything before you.