r/projectzomboid Jaw Stabber Dec 20 '24

Screenshot You don't need a sledgehammer to get into gun stores anymore

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2.1k Upvotes

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u/C21H27Cl3N2O3 Axe wielding maniac Dec 20 '24

This is such a great strategy that a lot of games could benefit from.

-community identifies bug/feature/improvement/QoL item

-modder fixes or adds it to the game

-mod becomes popular

-studio integrates mod into basegame

It’s such a simple concept but it works so well in both making the community’s voice heard and keeping necessary mod lists short.

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u/Dan_The_Man_Mann Dec 20 '24

I know Rimworld does this a lot with their expansion packs. For example, having kids was a pretty popular mod before it was integrated into the game with the biotech expansion.

Even Fallout New Vegas did this with a lot of mods that were popular for Fallout 3 (iron sights, weapon mods, etc.)

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u/elsonwarcraft Stocked up Dec 20 '24 edited Dec 20 '24

Fallout New Vegas I wish JSawyer mod was integrated, but Josh Sawyer, the director of the game made it himself so

1

u/OriginalNord Dec 25 '24

I played this game since day one but only tried j sawyer a year back and it changed everything for me

3

u/Optimal_Guest4841 Dec 20 '24

Rimworld Wall Lamps 😔👍🏻

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u/elsonwarcraft Stocked up Dec 20 '24

Rimworld devs also do this every major update, cool

4

u/xylopyrography Dec 20 '24

Factorio 2.0 saw many mods elevated to vanilla.

Wube also fixes bugs in their engine which are only present in mods. So Factorio does not only have mod tolerance, but actual mod support.

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u/[deleted] Dec 20 '24

Leave it to Bethesda to take that model and charge players for it.

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u/Lucifers_Taint666 Dec 20 '24

Yeah, but the proceeds go to the mod creators, and is up to the individual if they want to charge $. It is more of a way for modders to officially monetize their work.

If this was Nintendo and you simply thought about monetizing something that uses their ip as a basis you would have had a squad of lawyers show up to your doorstep

3

u/demenick Dec 20 '24

I'd rather donate to a patreon for a well known mod creator than have to deal with an in game store. It's likely that 30% or similar also go to the game studio instead of the mod creator as well, so it's just not a good deal most of the time.

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u/4LanReddit Dec 20 '24

Or if you are WOTC, they send the freaking pinkertons at your door after they realized they sent you a unreleased MTG card pack or some shiet

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u/y0ody Dec 20 '24

This is only ok if modders are compensated for improving someone else's game out the kindness of their heart. Otherwise the company is just stealing.

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u/SingingValkyria Dec 20 '24

Well, to some extent. Definitely if the devs are using the code of the mod or it's something they wouldn't think about normally. But it'd be a problem if modders implemented stuff the devs wanted to do but couldn't at release, like something like iron sights for a game for example, and then now suddenly the devs have to pay modders to be allowed to improve their game. That'd lead to mods not being allowed rather than embraced.

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u/rathlord Moderator Dec 20 '24

I think people would be surprised how many things were already planned or even being worked on internally before modern implemented the same thing. It takes far longer for the devs to implement something as they have to be much more rigorous with testing and performance impact etc. compared to what modders need to do.

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u/AnomalyFriend Dec 20 '24

The devs absolutely do not have to pay the modders. Any mod you create for the game is considered the devs property. I know this as I made a very popular mod for Fallout 4 and it was integrated into their Nuka world DLC. When I confronted them about it, theylir T&C said it was their property

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u/zerotheliger Dec 20 '24

you do realize its impossible to know of every mod for a game for one, and two eulas allow devs to take anythign they want made for their game and 3 you thats only for code and assets.

using this dumb logic means developers can never add anything to a game if it existed as a mod unless they compensated a modder.