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== Introduction ==
'''Mods''' (or '''modding''') are a functionality based on top of the [[Plugins|plugin system]], that allows you to make modifications to the Resonite client to patch various issues or add functionalities in a limited manner.


Mods, or modding is when people make modifications to the Resonite client by modifying the game's code client side or on [[headless]]es. <b><i>You May Use Mods!</i></b>. Contrary to some beliefs, Mods cannot add or remove things in the [[Core_Concepts|Data Model]]. Please see that page for what counts as a data model function. To add new data model items, please see [[Plugins]].
{{Note| While using and creating mods is totally fine, making mods that are harmful or go against resonite's [https://resonite.com/policies/ Terms of Service] will be acted accordingly by moderation. Do not make or use mods like these.|danger}}


Mods allow you to create new functionality to existing functionality, and are ways of adding missing functionality, adding funny joke functions, or allow you to do things other users can't.
== Information ==


{{Note|Making mods that are harmful or go against resonite's [https://resonite.com/policies/ Terms of Service] will be acted accordingly by moderation. Do not make or use mods like these.|danger}}
=== Limitations ===


A list of mods that exist, but not limited to the list, can be found on [https://github.com/resonite-modding-group/resonite-mod-manifest the mod manifest]
Contrary to some beliefs, mods cannot add or remove things in the [[Core_Concepts|Data Model]]. Only [[Plugins]] are able to add data model items.
 
Mods allow you to create new functionality to existing functionality, and are ways of adding missing functionality, adding funny joke functions, or allow you to do things other users can't.  


Mods can do but not limited to:
Mods can do but not limited to:
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* Add protections like anti knockback and gravity changes
* Add protections like anti knockback and gravity changes
* Add support for new file formats
* Add support for new file formats
=== Additional resources ===
A list of community audited mods can be found on [https://github.com/resonite-modding-group/resonite-mod-manifest the mod manifest].
Additional mods, installation help, and debugging assistance can be found on the [https://discord.gg/ZMRyQ8bryN Modding Discord].
=== Why aren't some features implemented by mods in the base game? ===
Cyro wrote a good answer to this question<ref>OutFlow on GitHub - README: https://github.com/BlueCyro/Outflow?tab=readme-ov-file#why-isnt-this-in-the-game-by-default</ref>:
: I get this question a lot about some of my mods, so I want to go a little bit into detail about why it seems like modders can do all of these amazing things when the YDMS Team can't.
: ''Mods do not care.''
: What I mean by this, is that they don't care about the philosophy behind why something is built. Imagine you have an office building and you want to run a long network cable to the other side. If you own the building, you can contract a bunch of workers to carefully route the wires in such a way that is out of the way, and is easily accessible if they need to run more networking to other areas of the building. As a mod-maker, you don't own this building. You can't hire a bunch of workers so what you end up doing is either routing a bunch of cables all over the place where people can trip. You use far more cabling than you need, drill holes in the walls to get it to the next room, or completely tear them down to get the cable where you want it to go. Imagine taking a bulldozer to your bedroom to connect to a router located in your kitchen.
: All this is to say that just because a mod can do it, doesn't mean it's the way it should be done. Modding isn't bad (it's actually really good for a platform's longevity it turns out), but it's not the way a game should be developed officially. The YDMS Team work very hard at giving us a stable foundation to base our wacky inventions off of.
: You can either use a bulldozer, or recognize why a wall is there in the first place.

Latest revision as of 20:00, 16 November 2024

Mods (or modding) are a functionality based on top of the plugin system, that allows you to make modifications to the Resonite client to patch various issues or add functionalities in a limited manner.

While using and creating mods is totally fine, making mods that are harmful or go against resonite's Terms of Service will be acted accordingly by moderation. Do not make or use mods like these.

Information

Limitations

Contrary to some beliefs, mods cannot add or remove things in the Data Model. Only Plugins are able to add data model items.

Mods allow you to create new functionality to existing functionality, and are ways of adding missing functionality, adding funny joke functions, or allow you to do things other users can't.

Mods can do but not limited to:

  • Add support for controllers/headsets
  • Add support for facial trackers/eye trackers
  • Add new tools
  • Add protections like anti knockback and gravity changes
  • Add support for new file formats

Additional resources

A list of community audited mods can be found on the mod manifest.

Additional mods, installation help, and debugging assistance can be found on the Modding Discord.

Why aren't some features implemented by mods in the base game?

Cyro wrote a good answer to this question[1]:

I get this question a lot about some of my mods, so I want to go a little bit into detail about why it seems like modders can do all of these amazing things when the YDMS Team can't.
Mods do not care.
What I mean by this, is that they don't care about the philosophy behind why something is built. Imagine you have an office building and you want to run a long network cable to the other side. If you own the building, you can contract a bunch of workers to carefully route the wires in such a way that is out of the way, and is easily accessible if they need to run more networking to other areas of the building. As a mod-maker, you don't own this building. You can't hire a bunch of workers so what you end up doing is either routing a bunch of cables all over the place where people can trip. You use far more cabling than you need, drill holes in the walls to get it to the next room, or completely tear them down to get the cable where you want it to go. Imagine taking a bulldozer to your bedroom to connect to a router located in your kitchen.
All this is to say that just because a mod can do it, doesn't mean it's the way it should be done. Modding isn't bad (it's actually really good for a platform's longevity it turns out), but it's not the way a game should be developed officially. The YDMS Team work very hard at giving us a stable foundation to base our wacky inventions off of.
You can either use a bulldozer, or recognize why a wall is there in the first place.