[quote=“i2amroy, post:7, topic:5185”]Yeah, I’m not so sure about including mods by default in the experimental either, notably for a few big reasons:
[ol][li]If a mod stops being developed the code will just hang around until some other dev deletes it. This means that every once in a while the git managers would need to check every single included mod and make sure it’s still being developed if it isn’t compatible and to drop it.[/li][/ol][/quote]
… plus, there is a firm backlash against “removing content”. Broken or not, people will flip tables if some random mod they made and abandoned gets pulled.
[ul][li]In the event any sort of thing changes that requires updating the json files we are going to end up with a whole bunch of broken mods, or a huge amount of developer time that needs to be sunk to update them. This might not happen often, and is definitely something we would try to avoid, but it is almost certainly going to happen sooner or later (if only when we update the mod manager format itself to be more detailed).[/li][/ul]
I’d be afraid that yeah, each time there was a game update it’d break half the mods and they’d have to be reworked, then re-PR’d, then remerged, etc. Much easier for players to just swarm the mod forum and bug the mod maker to upload a patch/new version.
[ul][li]Lots of PR's. Now right now it might not be much of a problem, but as we get more and more modders with community expansion its gonna add up pretty quickly. Even if they are all insta-merge things (assuming json cooperates, it's been known to have problems merging before) that's still a bunch of PR's that need to be looked at manually and that clutter up the PR and issue lists on git.[/li]
[li]Lots of modders aren't going to want to go to the trouble of learning how to use git. With a simple thing like JSON editing, there are going to be a lot of mods out there that are just done by people who don't know how to code and don't want to go to the trouble of git. Making the main hub for mods being on git is going to impede mod formation since a lot of people are going to feel that they "have" to use git to get their mod distributed.[/li][/ul]
Agreed. Just take a look at, say, the Nexus website for modding big budget games like the TES series. Each mod has its own page and following and is nicely separated and all that happy stuff and STILL they fall behind in development, get left behind by better mods of the same variety, get abandoned, get found out they’re crap, get downloaded-then-you-decide-you-didn’t-actually-want-that-mod-afterall, etc etc.
Plus, I feel like a mod-splosion will happen as even just a few people get started on mods, that the PR’s will back up fast.
It is a weird spiral … you want Cata to be popular and attract people and be fun. Adding the ability to make mods will help that, but will also make more work for people manning Git. Exponentially, it could get out of hand pretty fast if the modding scene takes off.
Personally I'd advocate containing [i]maybe[/i] a few of the most actively developed and popular mods, if even that. The mod manager should (if it doesn't already) support simple drop and load functionality, which should allow people to find their mod on the forum, download it from any of the numerous file sharing sites, and then simply drop it into their cataclysm folder and boot up the game. I don't see any real benefits to including potentially dozens of mods into the main git when the player can easily drag-n-drop, especially when compared to some of the costs it would create (developer time, mod entry level, etc.).
If mods-in-progress kept the forum they’re in now, and a sub-forum of “released mods” got tacked on it’d sort them decently then from there, if a mod got a lot of traction and people decided it’d be GOOD to slip it into the main game, then someone can step in and hand them a “your mod make it to the major leagues” trophy. That is a boost to the mod maker’s ego and the game as a whole. “Hey person-X, your winter weather mod is so good we think it should get put on the list of mods that ship with the game client” is a lot more rewarding then it just automatically being merged on Git into a massive list with mods that turn all zombies into the kids from One Republic.
The community can work as its own filter, in a way. People DL and tack on the mods they like/want, and those that were bad ideas should just fade into oblivion on their own.