If a mod is installed on a server, and that mod isn't a modified config file, the client would need said mod too, thus preventing such reports, because users who install mods generally don't blame the vanilla game for a crash, unless they find same crash in the vanilla version.
Wrong. People tend to do whatever is easiest for them. Removing their mods then recreating it in a vanilla world is not easier than submitting the bug without caring and hoping Schema will sort it out.
Of course this does go both ways. For example, if there's bugs in the mod API then people might blame the mod developer when the problem isn't the mod. It can even go both ways at the same time - e.g. users blaming Schema and the mod developer, Schema blaming the mod developer, and the mod developer blaming Schema.
Same as 1. If it is just a modified config it is one of the following:part of the vanilla game
- requires the configs to be synchronized, which could be disabled in a setting
- same as 1 and 2
This doesn't make sense. If people are using game mechanics from mods, how are they providing feedback about the vanilla game mechanics? How is this related to bugs at all?
Are you saying people will stop playing the modded servers and (e.g.) build a huge capital ship in single-player just so they can provide feedback about things like big ship vs. small ship balance in the vanilla game?
Um, players being unable to get good information on the "modded beyond recognition by server owner" game they're actually playing, is somehow the same as problems with bugs, which also happens to be the same as problems with getting feedback on the vanilla game's mechanics?
Such a useless mod won't be used, and if it used 1 and 2 apply
Wrong. Different people have different ideas about what is good/bad; and for every mod that a server uses there's going to be half the community thinking it's a bad/useless mod.
Why do you hate StarMade so much that you want to see the community splintered into hundreds of little "mod communities" anyway?
It is to be expected of modders, who mod an alpha game, to do their best to keep up. If there wouldn't be such modders there wouldn't be any mods. There also are countermeasures to this: my mod MusicMade e.g. is compatible to EVERY version of SM
Sure, it's expected that they'll try to keep up; but that doesn't change the fact that they won't be able to or that people (including mod developers) can and will make mistakes.
Your mod is a superficial thing that doesn't change the game's mechanics and doesn't require a mod API. I'm not talking about mods like this. I'm talking about mods that (e.g.) completely change how power reactors work, or add a new "Doomsday Bomb", or add a radically different crafting system - things that actually change the game's mechanics.
Not the same at all. Imagine a mod that adds solar power blocks. You build a ship that uses solar power, will you be able to load that ship's blueprint on a different server (or vanilla) without the mod? Nope, you're screwed.
What you mean here is that you're not a smart person, and would use (e.g.) the solar power blocks on your ship and end up screwed.
No modder is stupid enough to ruin a game they made a mod for.(Unless we are talking about a serious copyright infringement)
Bullshit. This happened for Minecraft often enough, even though Mojang were smart enough to avoid implementing a mod API (while cunningly pretending they might).[DOUBLEPOST=1413992903,1413991585][/DOUBLEPOST]
Also, the mods currently only change blocks, and they can't be bugged unless the game is bugged.
Currently there is no mod API; so there's no mods that use the mod API. Please note that an API (Application Programming Interface) is a programming interface - e.g. to allow modders to write their own code (in Java or Lua or some other programming language) that controls various aspects of the gam. It is not just some tweaks to a few configuration files.
The API will prevent bugs onfe we get more options.
Wrong. The mod API itself will be buggy, and because the game is still continually changing the mod API will also be continually changing. In addition, the programming done by mod developers will also have bugs. It's like a smorgasbord of bugs.
It will also take a significant amount of Schema time to design, implementing and fix the mod API. The amount of time he's has left to work on vanilla game could easily be halved.
Of course this assumes people have good intentions. Once you've got an API you can't control what people use it for - it'll be like web browser plugins (where a lot of them are malicious). Don't make the mistake of thinking Java is safe (it allows people to use native DLLs, which is how this game is able to use OpenGL, and isn't safe at all). Lua isn't safe either (it allows you to execute native code too).
And the wiki argument is the worst argument of all. The whole point of mods is to change the game, and there is no reason why the wiki wouldn't exist. Other games that support mods also have a wiki, so why wouldn't starmade have one too?
If all the servers are using different mods (that change the game mechanics); will the wiki provide information that's useful for all the people playing on servers (that have different game mechanics to vanilla)?
All in all, it really seems like you've played minecraft more than you should have. Lets not forget that starmade is already way better, and that ghe API (which minecraft still doesn't have) will prevent most of the "problems" you just listed.
More like Minecraft doesn't have a mod API because of all the problems I've mentioned.