Why is this such a fight lmao it’s not a lot to ask to just have the engine try to crank after it runs out of gas. Everyone trying to find something to fight about constantly lmfao
The way it currently works is rooted in how much changes we can do to existing code without breaking mods. It might not be very obvious how these things are related, but I'm fairly limited with how the ignition and starter system can work if I want to keep old things working. That's also why there is no multi-stage ignition. It's unlikely this will change due to above reasons.
Couldn't the whole BeamNG team decide that like every 5 big updates (so 0.25, 0.30, 0.35 etc.) you would do some bigger changes that would break mods to give us bigger & better features? I know it might sound crazy, but that's 15 months of time inbetween each .x5 update which is probably more than enough time for people to fix the broken code on their mod(s) while keeping some awesome feature coming to the game. I know you want to support as many old(er) mods as possible, but sometimes you just have to say 'no' & do a big revamp of the code
I've always been for the idea of "modders are responsible of their own work". I'd honestly rather see bigger and better updates that may break some mods than smaller updates with less "breakthroughs" that try to minize the amount of mods that get broken by said updates.
if all the mods vanished today, from everywhere on the internet, and in our computers, within a month the game would fall into extreme obscurity mods are probably what keeps this game's heart beating
But there is a difference between facilitating a healthy mod community and hindering development of the game for it.
i'm not against your point, I'm for it but there has to be some sort of change to the system a heads up maybe just a change to the way the game is updated
It's what makes the game fun to play. Just go into your repo rn and deactivate all of your mods and look at the game, boring and bland as all hell.
I wouldn't say that. 27 (soon to be 28) cars, including unique ones like the Ram bus/truck and Ultra 4 Hopper (just for reference, NFS Rivals only has maybe 21 in the Racer faction), over 10 maps (including 3 motorsport parks), multiple gamemodes (lightrunner/procedural tracks/hot laps/scenarios/campaigns/bus routes), sandbox style gameplay with a fair number of toys, multiseat multiplayer, large customization/tuning potential for vehicles, multiple vehiclular based activities (crawling, drag racing, police chases, terrorizing traffic with the ram truck), and so on. There's a lot to do and it's easy to rack up a lot of hours without mods compared to other $25 games. Even in it's early access state it has enough official content to easily rival many $60 AAA titles. Is it "complete"? No, we still need career mode, campaigns have been abandoned, and the official AI can barely get down the 1/4 mile, but the game certainly is in a fair place in a hypothetical mod-less world. Personally I have 1000 hours in the steam release without mods and probably another 100 in the original tech demo (and we all remember how empty that was compared to the steam release).