

But mainly because they bring the gameplay forward, or when the mod has no supporter anymore and there are many requests. Here and there mods are implemented into vanilla. And the usefulness for the gameplay was so obvious. But in that case I think it was mainly because the mod was always too slow, it had too much limitations. I remember, there where popular mods, like the personal roboport, which was first a mod. I have mods that I use since years, which is a sign that they should be in vanilla. I could continue for pages about mods that would be really simple to implement into vanilla and have lots of suggestions but haven’t been implemented into vanilla. But why should that change? As long as Choumiko is actively supporting it?Īnd so on. As mod since 0.13! So useful, so much fun. One of those mods, that make sense as mod not to be in vanilla and I’m nearly sure if you ask Optera also wouldn’t want it. But it changes a lot of subversive gameplay. Squeak through: would be simple, lots of suggestions about it. Well, they begun to add lights to the top of the devices. But it makes sense in vanilla? Quite questionable.īottleneck. I played pure bot bases in 1.0 and Ive never seen this happen. Well, I think because there is a good maintainer and it brings the gameplay in some difficulty position.īobs mod. Why isn’t it in vanilla? Could be made much, much faster. Developer resources at wube should be used economically.)Īnd some numbers to underline my thoughts about wube’s position (as long as there is a mod, and a good maintainer and not so much requests, why change?): when you look at the top downloaded mods you find resource spawner overhaul. Improve the idea in a mod, until it’s clear what really makes sense. If it can be made as mod, try it out as mod first, if it really is a good idea. (My own position is: use mods to bring it into vanilla. No, that post above describes Wube’s position, from what I think it might be. Your stance often seems to be : if it can be modded, it shouldn't be in vanilla.
