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[–] -4 points 9 months ago (5 children)

You don't need a mod for that, you can just fork the game.

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  • [–] 14 points 9 months ago (4 children)

    And then you're left with hundreds of forks that are incompatible with each other. The whole point of mods is that they're interoperable

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  • [+] -6 points 9 months ago (3 children)

    The whole point is to work together on the game instead of reinventing the wheel with millions of often incompatible mods.

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  • [–] 8 points 9 months ago (2 children)

    But what is a fork for then?

    Like, I get you, I don't disagree, but you can't put in a massive technology tree with fusion reactors or Dyson sphere stuff in the same game where you add high-fantasy stuff with magic and eldritch stuff, while at the same time having guns and cars and a post-apocalypse setting...

    The whole idea is that those sort of things would be mods. Anything that could potentially be shared and useful to all players could go into the base, like back-end stuff, yes, but there's also a lot that would be bespoke to mods and shouldn't be in the core

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  • [–] 2 points 9 months ago (1 child)

    That is why Luanti is a game engine where you can have many different games to cover all these different ideas. It even has a built in "store" where you can easily download and install these games and play them together.

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  • [–] 6 points 9 months ago

    But... Then those many different games essentially ARE mods. In which case mod support isn't as bad as it was made out to be at the top of this comment tree and we've been talking about the same thing from different angles

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