@sammypanda I'm just glad you've heard of luanti and considered it, I figured that people excited about hytale would like to know about it <3
@ambiguous_yelp there always varying degrees with closed source, in the same way some open source projects are anti-user (like Penpot). I agree though open source is generally better, and iirc they want to open source some components. It not all bad, some good news is that they actually are doing native Linux and Mac builds, a game with so many eyes on it not kneeling to Valve/Steam **and** distributing a flatpak is cool to see!
But back to the topic, if you've modded Luanti you might know if it also had the issue. AFAIK it was super dependent on the server processing mods, rather than a combination of that and sending a client mod to bridge the gap the server latency (or just practical issues the limitation) causes. If i read things right, they only recently managed to recognise this issue and try to make their client side modding server sendable and less flakey and disensentivised. Hytale however I suspect might be where Luanti *was* with this issue. π¬
@sammypanda I'm just glad you've heard of luanti and considered it, I figured that people excited about hytale would like to know about it <3
I dont have anything technical to add about the viability of modding Hytale but closed source means anti-user every time. I forgot have we talked about luanti or mineclonia?
I'm a little sus about the #Hytale modding infrastructure. Like if "no client mods" (which is a lil problematic but not the point) means even the mods ΒΏinstalled? by joining the server can't execute on the client (and instead has to wait for the server to respond), then we are kinda cooked.
I dont have anything technical to add about the viability of modding Hytale but closed source means anti-user every time. I forgot have we talked about luanti or mineclonia?