There are many mods that could be paid for and could do good as a 3D model for sale. The creator could be making money as a 3D modeller with the skillset and paid programs from the looks of it. BeamNG could be used to display the model interactively. Keeping a mod paid for won't work if the game its made for is very open and people will literally reupload free mods from here, to other sites. Donations or very cheap would seem the best. If there was a way to implement mod security, hopefully it would be easy with something simple like password protected zip files. It has been done incorrectly too many times, the seller and customer are the ones that suffer. Maybe paid for early access could be better, at least everyone gets it eventually. There absolutely are dev quality cars, LucasBE, your DeLorean is truly awesome and its free, thanks a lot man I love that car! There's also the planes, trains and automobiles, many that could easily be paid for mods in another game, but aren't here. Maybe it's the youtube videos making it look easy, blender taking a while to get used to as a hobby user, or the worry that all of a sudden 3 good cars could soon cost the same as the entire game. The hardest parts sound like jbeam and lua, skins look tricky, hopefully one day they will become easy, or mostly automated. As for price, at some point it becomes too much for a single mod compared to the game and existing free mods. That $1 value is per sale of the increased numbers over the sales at a higher price. Charge less, sell more, at $1 per customer, it's probably very similar revenue. Doesn't seem worthless when thousands of people download your mod, assuming more sales with lower price. No personal attacks, It's just a joke about very simple, possibly annoying things that become popular. Every time I watch someone using blender, it makes me feel useless compared, somehow whatever they are doing looks suspiciously easy. I'm aware of what it takes to make mods, maybe not so much the need or reason for some paid software or what paid blender addons are most useful. I've got a few addons that help and they're free or very cheap, but not needed. So far I've been really, very, incredibly simple with blender which is why I'm assuming it can be done without paying for extra software, I'm limited by my experience which is only used for BeamNG. But looking into the games content, it does look like someone genuinely knowledgeable with blender can just make that stuff fairly quick and easily (for them). With people looking at other badly made mod stores restricting mods and increasing the costs, wondering if and when it might happen here, the conversation that comes with it is expected to be all over the place. The majority of beamers are really young, some can spare cash here and there but most can't, cost's add up. Luckily for us, BeamNG is awesome and still dirt cheap. At some point everyone needs to accept it, actually discuss it becoming a fair practice, or come to a community agreed fixed price format for mods. Instead of the typical mess and mix of emotions.
It's a good job modders can recuperate their costs then, isn't it? In fact, you could throw the cost of software out the window entirely if you want to. The biggest cost that nobody seems to factor into these sorts of things is time. It's the one thing we can't make any more of and yet people get all up in arms because Notepad++ and Blender are free so why does the content created using those tools cost money? If you choose to donate your time to creating content for the game you love, keeping it fresh and relevant, completely free of charge, then way more power to you. I would love to be able to honestly say that I could devote what little time I have outside of work and family to the craft without the need for any financial incentive, but I can't. Making the content is one thing, then there's supporting it, hotfixing, updates and anything else that any decent modder will tell you happens behind the scenes. Beam devs are on paid salary, it's not an apples to apples comparison to someone spending a few hours here and there at their desk.
please be mindful of your meaningless posting. people are trying to have a discussion, and you're acting like an annoying child yelling and screaming while your parents discuss divorce.
Since you already bumped old thread without saying anything new anyway I'll tell you why everyone make their messages so long. We are on FORUM not on crappy SOCIAL MEDIA platform. You are suppose to talk with other people here.
The problem in the multiplayer mods are that the mods are downloaded if they are not present on the client. Thats where a server hoster would break the terms of the seller. A way of solving this could be the way rigs of rods did it. Instead of downloading all mods, the server could just tell the client to activate the mod if it has it and otherwise not, but never lets it download it. That would be a solid solution to allow players to use paid mods on public servers. related: https://github.com/BeamMP/BeamMP/issues/288 Good that we got a server authentication system. If a paid mod hoster is reported we can take it down and it wont show up in the serverlist anymore
Hey all, I just found out about this thread, and a mod whitelist could definitely work for this. I can't promise an ETA, but I will start working on this for BeamMP see linked issue [Feature Request] Add Paid Mods support in a simple way · Issue #288 · BeamMP/BeamMP (github.com)
Generation TikTok, haha. --- Post updated --- And what do you want to do against renaming? If someone wants to upload a paid mod you can’t do anything against it. You can provide a general warning that people should be honest and then hope that they are.
Yeah a whitelist wont do it. We would need to know all paid mods that exist, and we would need to parse all mods that a server host my have to indentify paids through definitions and stuff. That would be aids and time consuming to accomplish. If someone however is caught hes gonna be removed from the network
If a mod creator sends us a takedown request we will happily take down the server in question, as we have done in the past. --- Post updated --- I think I'm misunderstanding something? Why would we need to know all paid mods? Simply enable the mod if the server (whitelist) allows it, and the client has it. Ignore if it doesn't.
Then i misunderstood you. I thought you meant a global whitelist/blacklist to prevent mods from loading that have a specific name. My answer why we would need to know all paid mods and their definitions was because then we could parse each mod on the server to see if they contain blacklisted definitons... but thats tedious
You could potentially have an application system, paid modders could come and apply to have their mod placed in whatever list is made.
You could also put my JATO mod in a global blacklist, I have people messaging me that they hate me for making that mod because it ruins multiplayer (is massively abused by trolls), of course I made it before BeamMP existed so I had no way of knowing it would be used like this
To be honest, paid or not, I don't really like the idea of mods being downloaded to my machine when I didn't request them. Mods already break the game in many cases, and not necessarily knowing that they're there can be a hassle when troubleshooting issues. I generally play vanilla, with the exception of Lucas's Picnic and AX53's Pessima pack, but I know about those and they've never caused problems for me (I always disable after an update anyway, just to be safe).
@TroLLeX_ @Real_20dka how would I go about reporting a server for hosting paid mods, and would it matter whether it’s a private server joinable via direct connect only?