No, not new, just have some questions that were not covered by the dev (Who I expect has answers, since... you know). I've looked through all the PZwiki and both discords and almost nobody is making stashes, so I guess the entire community is "New" to the idea of making stashes. I've downloaded over 300 mod maps to only find about 4 maps that include stashes, and none of their examples provided clarity to these questions, and many of those examples are broken so the stash doesn't actually do what the maker expects.
I've already made a bunch of stashes in my mod, but not knowing the specifics of WHAT the system CAN do leads me to these questions.
Question #1 and #2 you are probably right about, but it would be really handy to be able to do those, thus asking the dev JIC. And since the syntax of the definitions looks like it's following javaish rules there should be a way to define another active building in the same stash.
for question #3 I did check the distro tables and that is where I found the current stashes are mostly adding them to cupboards. But again, why? Why are the stashes set up to break if you set the active building to a building that does not have cupboards. (There are several examples of this in the vanilla stashes) It makes it a bit wierd when you visit a stash house and find the extra loot in only the bathrooms and kitchens.
For question #4 Yes and no. They gave examples but did not give the syntax. My guess is it is something like addContainer("Container_Type","Container_Tile",Item,room_Description,xCord,YCord,ZCord) but since we don't have a stated syntax this is only guesswork. And not knowing the syntax limits what we can do with them.
Follow-up to question #5 How? I can't find any examples of a stash that does that. Random items from a pool yes, but every attempt I've tried makes the entire stash not initialize.
Follow-up to question #6 How? Again every description I've tried that is not a GunCache1, SurvivorCache2, etc breaks the entire stash.