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[–]Turbostrider27[S] 830 points831 points  (266 children)

Their statement regarding Mod support:

Hello vikings!

Lately we have been getting a lot of questions regarding mods, and what we as a company approve of – as well as what we don’t approve of. Therefore we thought we’d try and clear things up a little bit.

First of all, while we don’t have any official mod support, we are definitely happy to see that people are engaging with our game and creating their own mods for it. It’s definitely flattering that you want to be creative and add your own ideas! Iron Gate not having any official mod support essentially means that any creating and using of mods is done at your own risk, and that we can’t guarantee that mods will be compatible with newer versions of the game.

The thing that we’ve been getting the most questions about, however, is the phenomenon where mods cost money. We definitely understand that you spend a lot of your time on creating a mod, and that you might want financial compensation for that, but Iron Gate does not condone locking modded content behind a paywall.

We feel that charging money for a mod is against the creative and open spirit of modding itself, and therefore we urge all mod authors to make their mods freely available to all who want to play them. This should include the whole mod, and not just have part of the mod available for free while another part of it costs money. If you want to show your appreciation for a mod author you can of course still support them with a voluntary donation, but we do not want payment to be a requirement to access a mod.

Additionally, we would also greatly appreciate it if mods made it clear that they are unofficial mods, both in game and on any website where the mod is available. Sometimes joining a modded dedicated server will automatically trigger a download of a mod, and we simply want to avoid confusion for players so that they can know whether or not they are playing a modded game. Valheim already has a feature for this, where you can simply have your mod trigger a popup in game, which will inform the player that their game is running with a mod.

Thank you all for taking our wishes into consideration!

[–]The_Tallcat 692 points693 points  (27 children)

Seems completely reasonable imo.

[–]LordZeya 25 points26 points  (16 children)

They missed one urgent issue, they haven’t condemned all the cowards using mods to let them teleport raw metals.

[–]chuck1337norris 90 points91 points  (7 children)

allowing teleporting of metal is going to be added to the base game with world modifiers ya silly goose.

[–]LordZeya 73 points74 points  (6 children)

Brother you can live in fear all your life or you can haul the iron across the ocean, it’s your choice but one is clearly the wrong one.

[–]Ragman676 15 points16 points  (0 children)

Something about the sailing/collecting ore in this game I loved. It's one of the few survival/crafting games where I liked the tedious aspect without getting annoyed. Setting up a mining camp/defending it, then getting home safe was so much fun.

[–]Manbeardo 14 points15 points  (1 child)

Hauling iron is no problem. It's getting silver down the mountains that sucks

[–]Carnifex2 8 points9 points  (0 children)

I see you've never built a cart slalom down a cliff face.

[–]Kalulosu 5 points6 points  (0 children)

Then make the right one in your game?

[–]_Meece_ 0 points1 point  (0 children)

I won't deny, this was my favourite part of the entire experience.

Crossing ocean/lake to get the metals and bring it back, just felt like an epic journey. Not much else like it in video games.

[–]Sarokslost23 -1 points0 points  (0 children)

Sailing crew ahoy!

[–]Hotsauced3 19 points20 points  (0 children)

I get the devs don't want this, but man I wish it was a toggle on the server.

[–]thesomeot 16 points17 points  (3 children)

All I want is the ability to build an upgraded portal that allows me to transport only metals only of a lower tier than the metal the portal was built with. Maybe that exists already, I've barely played the game in like a year.

[–]theshadowiscast 7 points8 points  (0 children)

It doesn't, but it is a good idea.

[–]Chris238 1 point2 points  (0 children)

Check out the mod advanced portals it does exactly what you describe

https://valheim.thunderstore.io/package/RandyKnapp/AdvancedPortals/

[–]Skylam 4 points5 points  (0 children)

You dont even need mods for that

[–]Nerubian_Assassin -1 points0 points  (0 children)

Accessibility for more gamers is not a bad thing.

[–]Several-positions 1 point2 points  (0 children)

Maybe but modding while good is a symptom of a problem with valheim. They are slow at putting out anything. There was like a year between major content releases and it's an early access game that absolutely takes in money when it released.

[–]Ishmanian 360 points361 points  (208 children)

Paywalling mods is absolutely ridiculous, and any reasonable dev made aware of the occurrence of such should include terminology in their license that allows for legal action to be taken against such nonsense.

Funnily I've never been engaged in a single active game community where paywalled mod authors were anything but raging assholes in my experience (Numerous RTS, 4x, space game, and old school fps).

With that said, I fully support when devs hire a mod author and include and expand upon their work as an expansion, like the factorio devs hiring the guy who made Space Exploration.

[–]Keshire 134 points135 points  (61 children)

Money getting involved in modding actually infuriates me as an old school modder. Those diva's should have been stomped out of existence as soon as they popped up.

[–]Kajiic 41 points42 points  (3 children)

Back in my day of 90s modding, you modded for free but it was your portfolio. You got into game dev/design or even to school for such with "Here's stuff I've done". Hell a lot of devs got started making WADs for Doom

EDIT: There were no paid mods back then. You did it soley for the passion OR for the portfolio. I don't need to hear about how "its still that way today"

[–]WriterV 12 points13 points  (0 children)

Modding still works that way if you wanna get into game dev/design! However, there are also a lot of modders working regular jobs, who don't want to go work in the game industry proper. And with the horrible crunch culture that few companies really try to combat, I can't really blame them.

That said, it's still much better to request for donations. Set up a patreon. Or make your own indie game. It's much better than charging for modded content.

[–]Devil-Hunter-Jax 0 points1 point  (0 children)

That's still happening today to be fair. A great example is Project Zomboid. They've hired more than a few folks who were renowned for making some of the best mods for Project Zomboid.

[–]PlayMp1 87 points88 points  (38 children)

Modding is unironically an excellent example of a place where something resembling utopian communism has worked (from those according to their ability - modders - to those according to their need - the community/players). I think it's more than acceptable for modders to accept donations (a "buy me a beer" link is totally cool) but demanding payment goes against the entire spirit of modding and I hate it.

[–]kildras131 10 points11 points  (1 child)

It's charity work, not communism.

Communism is a full system, the system needs to be self sustainable, which it isn't because modders aren't using it for a living.

Only a few very successful mods eventually become a full game that can be monetized.

[–]Disrah1 12 points13 points  (0 children)

Unfortunately it's ridiculously rampant in the FF14 modding scene. So many mods locked behind patreons and ko-fis and all these other little storefront sites I've never heard of.

[–]zombifiednation 44 points45 points  (2 children)

Completely agreed. Theres a modder in the VR scene who locks all his half-assed mods behind a paywall on Patreon, and if you want to continue receiving updates, have to stay subscribed. Every game update breaks his mods so the only way to get a fix for something you'll already paid to access is to continue to pay. To me, very against the spirit of modding. Have a tip option if people really want to give you money, or do as Team Beef does - their patreon gives you EARLY access to mods before eventual public and free release.

[–]TheNewFlisker 8 points9 points  (1 child)

Luke Ross?

[–]zombifiednation 8 points9 points  (0 children)

Bingo bango on the dot.

I tried a couple of them, and he's taken a very janky approach and just slapped it on multiple games. They got upset when Rockstar I believe sent him a cease and desist for making money off of it.

[–]dadvader 30 points31 points  (2 children)

I hate the fact that they will do a paywall mod in forms of 'Early Access' and claim that the mod will come out 'when it's ready'. And you're paying for the early test.

It just seems to go against the principle of 'testing' that are all about exposing your creation as far and wide as it can as and gathering feedback. The counter-argument about 'but the paid one will stick around' is such a nonsense too. If your mod is broken. You'll get your feedback. Just setup Discord and you will get a lot of feedback in no time.

And I don't know what 'ready' really mean according to them. Some scene like many of Minecraft mods is literally texture pack. And they are locked behind paywall because 'it's not ready' like what's not fucking ready? There's no code involve. All of it is just texture replacement. It make no sense.

I will be against game piracy any day of the week. (Though I actually don't really care if you pirating games.) But mod piracy? I'm 100% fully supported and encourage. Modding is hobby. And should always be that way. If you feel like your creation has value, then use your skill and go make a game, or put your productive time elsewhere.

[–]mirracz 16 points17 points  (0 children)

I hate the fact that they will do a paywall mod in forms of 'Early Access' and claim that the mod will come out 'when it's ready'. And you're paying for the early test.

And on top of that, they can use the excuse that it's not ready to keep it paywalled indefinitely. There will always be something to update, something to add or something to redo. The "pay for beta, free once released" system simply doesn't motivate the creators to ever release to mod.

[–]claymore5o6 56 points57 points  (47 children)

To counter that somewhat, the sim racing and flight sim communities for some games have numerous paywalled mods.

Assetto Corsa, for example, is still around due to the huge modding scene and ease of modding in general. The defacto (unofficial) launcher for the game (contentmanager) has a full, paid version of the mod available. Same goes for the most popular lighting and post-processing filter mods. Not to mention the countless high quality tracks and cars available via patreon and other sources. These creators are generally not jerks or raging assholes, but are simply developing high-quality content for a niche hobby.

[–]Brandhor 91 points92 points  (16 children)

flight sim communities for some games have numerous paywalled mods

they are not exactly mods though, they are professionally made third party modules

for dcs for example you have to be approved by eagle dynamics to even get the proper tools to make an airplane or map

for flight simulator you have to go through microsoft if you want to sell your module in the in game store, I'm not sure if they have any saying about selling only on your website instead

[–]salbris 7 points8 points  (12 children)

they are not exactly mods though, they are professionally made third party modules

Oh c'mon now let's be real, this is a semantic argument. I've played some incredibly well made "mods" that could very well be considered "professionally made third party modules".

Imho, any developer deserves to be paid for their work. I truly believe we need to shift the culture of modding towards a payment model because there is a metric shitton of quality content out their not get it's just desserts. Open source projects are seeing the same issues as well.

[–]Hamakua 50 points51 points  (7 children)

DCS and flight sim communities (And ARMA IIRC) are definitely a different culture - they are closer in nature to extensions you find in professional software, like V-ray for 3ds max.

the majority of "Game modding" are either unsolicited hobbiest projects or technically illegal asset flips.

In the flight sim community they tend to be solicited software requests by the community as a whole.

There is a difference between using a 3d asset ripper to take the armor out of the Witcher 3 and import it into Skyrim and calling it "my mod." And a team of software engineers and an architect being hired by a flight sim community to re-create an entire airport and surrounding facilities, or to greatly alter complex flight models in order to serve a specific purpose.

The "Flight sim" crowd is a different breed, different culture, and you cannot compare them to the more commonly understood term of "modding" in gaming as a whole. It's at best disingenuous.

It's like comparing a professional wedding photographer to someone with a smart phone camera.

Most mods "in the non-flight sim" general gaming communities tend to be incestuous at best- if not out right theft from other modders or IP theft. One of the things that collapsed the attempt to paywall skyrim mods was just how many popular mods in the workshop and on Nexus were stolen/rips/ip thefts from other games/modders.

[–]salbris -5 points-4 points  (6 children)

So if a team of 5 developers decided to make a mod for Minecraft they are allowed to ask money for their work but if a single developer does they aren't? I still don't see the distinction. Even your explanation "hired by a community" is not really fair. That would never happen for a fictional game.

What could happen is that if modding becomes something that developers can rely on for an income you will see teams of people who go around making incredible mods for games. Then you'll start to see communities reaching out to them asking them to make a mod for their new favourite game.

[–]Hamakua 36 points37 points  (5 children)

I'm just explaining the difference between the two "concepts" or "camps." No one is stopping some over-qualified software engineer from making the "to die for" Minecraft mod then putting it behind a paywall (other than maybe Microsoft's lawyers, but I'll set that aside for a second). The thing that is stopping it is demand.

You seemed to have ignored the distinction of solicited and unsolicited I pointed out. Unsolicited modding is when a hobbiest modder makes a mod, generally, for themselves and then publishes it to everyone.

Solicited modding tends to be when an individual or community approaches a professional to do a commission job/work. Sometimes in the "deal" either the community that funded it has the rights to charge for it, or that the creator retains the rights to it and they themselves can charge for it either after a certain time or for a certain price.

Setting aside the IP theft of most modding, for a second. There is a difference between you making a mod that some like, but would never pay for, and you making a mod that absolutely everyone would absolutely pay for because it's that good.

There is also a lot of competition, hobbiest competition - in certain spaces where it would be a waste of time for professionals to even bother trying to do "paid modding"

It's also why the Skyrim paid modding thing was so scandalous to the professional space.

Hobbiest modders - if they aren't stealing or ripping their work - are giving away a lot of free labor if the mods are even good - however the labor tends to not be in demand enough to ask for money.

Think of it this way - I come to you front door and I have the absolute best LCD screen cleaner machine ever made. I say "pay me $1000 for this LCD screen cleaner" but while you do clean your computer screens from time to time, you have absolutely no use for a $1000 gizmo that does it for you.

This is the majority of modding in gaming. It would be nice to have if it were free, but you would never actually pay for it if a price tag was attached to it. Just forcing things behind a paywall doesn't guarantee sales.

[–]Droll12 8 points9 points  (3 children)

No the culture of modding is fine where it is, if someone wants to make a “paid” mod they can work out a deal with the developer and make a 3rd party DLC.

I get that you believe paid mods will result in more bigger and higher quality mods but the reality is that we are just going to get more Skyrim horse armor instead.

[–]Cyrotek -2 points-1 points  (2 children)

No the culture of modding is fine where it is, if someone wants to make a “paid” mod they can work out a deal with the developer and make a 3rd party DLC.

Remember when certain companies tried to do that and everyone and their mother went into rage overdrive because "mods are supposed to be free"?

[–]Droll12 5 points6 points  (1 child)

Yeah because either old mods previously available were being taken down to be sold or the paid mods were as I said - Skyrim horse armor.

The Bethesda creators program I think it was called did not result in DLC or expansion level content being made and I’m glad that shit did not take hold.

[–]AnacharsisIV 38 points39 points  (26 children)

If you want to make money off your software, and you're using something other than FOSS tools to make it, you should be paying the original creators of the software. If you're making a mod to Valheim and the Valheim devs aren't getting a cut, you're effectively profiting off of someone else's hard work. And if the Valheim devs don't want your money, then you shouldn't be making paid mods.

[–]dadvader 4 points5 points  (2 children)

Yeah popular games like Minecraft or Skyrim had this really huge scene that lock mod behind paywall. Some of the mod isn't even required scripting but somehow need atleast 5 years to 'complete' it. It's actually fucking crazy.

[–]FireworksNtsunderes 6 points7 points  (1 child)

It's extra weird because both of those games have incredible free mods that blow pretty much every paid one out of the water. It feels like the paid ones are just to take advantage of young folks or people locked to consoles where they don't have the freedom/awareness to download the free ones.

[–]zuljin33 3 points4 points  (0 children)

Sims 4 had a whole ass drama with paywalled mod's modders doxing people and shit so agree on that

[–]Illidan1943 6 points7 points  (4 children)

Paywalling mods is absolutely ridiculous

I'm still wondering what Bethesda's plan to expand on creation club are, because you can bet they'll try to expand on it and some will do some really weird mental gymnastics to justify them

[–]mirracz 21 points22 points  (2 children)

In the case of Creation Club, it is more like outsourced mini DLCs than actual paid mods.

It removes some of the issues that come with paid mods, because the process is controlled by Bethesda.

You have some unifying quality control, you have some oversight that makes sure the creation fits into the game, you have a guarantee that the creation is not ripped from a free mod... and you have Bethesda actually making the creators release something on time. And you have them sold on a centralised, secure marketplace.

Like, I'm not a big fan of CC. My biggest issue is the pricing. But still, CC is a step to the right direction compared to actual paid mods.

Now that Valve attempt at paid mods for Skyrim? That was an issue.

[–]SwineHerald 3 points4 points  (1 child)

The problem with Creation Club is that it ultimately skews towards smaller, less meaningful addons because a number of different aspects seem to discourage collaboration and larger projects.

I'd pay for something like Nehrim, Enderal or The Forgotten City but I'm just not sure the Creative Club system is capable of producing anything on that scale. It's just TF2s community made hats.

[–]its_just_hunter 2 points3 points  (0 children)

Yeah there’s no way they give up on the Creation Club, especially with their next two games being Elder Scrolls in Space and an actual Elder Scrolls game. Their last response was essentially “we don’t call them paid mods, they’re dlc” so I’m guessing that’s what they’ll stick with next time.

[–]Cyrotek 1 point2 points  (0 children)

Paywalling mods is absolutely ridiculous

Why?

Don't get me wrong, I am not a supporter of it, but I always hear how ridiculous this is but somehow no one can reasonably explain why. It is always just "goes against the principles/spirit".

[–]ShadowBlah -2 points-1 points  (0 children)

I don't have an issue with paid mods, though I really am ok with if its its a time limited exclusivity for the free release.

It does mess with the developers in an actively updated game though. They don't want to step on any toes and if they see a mod or parts of a mod that could be considered good enough to be in the game itself, then it can get tricky. It would be even worse if you're "taking" content from a paid mod to incorporate it into the full game.

This is all considering that it wasn't planned before the mod even released so there's no way to "prove" the mod maker influenced anything.

[–]mirracz 33 points34 points  (11 children)

Nice. Paying for mods goes against the spirit of modding. It turns a hobby into a job, with all the issues that it brings - and usually the users suffer for that.

Firstly, when something is paid, the buyer expects a certain level of quality. You can no longer use the excuse "it's a mod, duh". When it's paid, it's no longer a simply mod. It's a product. And a purchased product shouldn't be defective or working differently than advertised.

Also, when a mod is sold for money, it motivates the creator to behave differently, because now it's his source of income. Instead of making one quality mod, they can start churning out a large amount of mods in hopes of more sales. Or they can start basically asset-flipping, re-selling someone else's creations. Or, in case of paid "early access", it motivates the creator to never actually release the mod for free and instead keep it behind the early access paywell forever...

No, paid mods are basically an oxymoron. One part goes against the other. One can start charging for mods with no ill intentions, but the nature of getting paid will eventually change that...

[–]TheNewFlisker 4 points5 points  (8 children)

Also, when a mod is sold for money, it motivates the creator to behave differently, because now it's his source of income.

A mod costing money doesn't automatically causes the creator to quit his day job

Even highly sought after modders still need thousands a month to sustain that kind of lifestyle

[–]Oxyfire 16 points17 points  (7 children)

It won't make people quit their day jobs, but you can sure as hell bet it's going to change the dynamics of sharing work, knowledge and mod-to-mod compatibility.

[–]tf2guy 70 points71 points  (1 child)

I think the devs were asked to respond specifically due to the OdinShip mod. The author isn't just offering "extra freebie content" for donors; they're using third-party DRM, KeyManager, to enforce it. I probably don't have to guess at most people's reaction to DRM in any shape, but this goes the extra mile:

  • No privacy policy or contact information (meaning KM may run afoul of EU law by dint of just existing, but IANAL)
  • Always-on DRM that "periodically" phones home to verify your key hasn't expired at some point
  • Completely operated by Discord users' individual accounts and servers ("contact me through the discord links below to receive your gift")

There's paid mods, and then there's this moral and legal nightmare.

[–]notaracisthowever 4 points5 points  (0 children)

That's some scumdickery right there.

[–]FapCitus 344 points345 points  (75 children)

What is going on in the comments, it’s a hobby not a job, it’s been like that for a loooot of years and we don’t need to change that. It’s just greed overlapping their passion. The new modders seem to have completely missed the point, they are literally using someone else’s IP.

[–]noreallyu500 246 points247 points  (16 children)

I'm 100% in favor of modders having donation pages, or even a system where it's free by default but you can input a number to support them - but paywalling mods is so scummy I can't believe it's slowly becoming a common occurrence

[–]PlayMp1 64 points65 points  (5 children)

I fully support and indeed appreciate a "buy me a beer" link on your mod page. Hell yeah I'll throw $5 your way and you can buy a beer. I do not support taking something that is public and communal and privatizing it.

We have this one space where we have something resembling an infinite commons, where anyone can take as much as they want without ever penalizing anyone else, and every addition only grows the pie for everybody. Privatizing it, as far as I'm concerned, isn't just annoying, it's unethical.

[–]jerekhal 21 points22 points  (4 children)

If you want to see something similarly uncomfortable look at the Cataclysm: Dark Days Ahead release on Steam.

That shit is kind of ridiculous on a whole new level to me simply because of the sheer scale of contributing authors and the fact that one person is getting all the payout from anyone who buys it on Steam. Because he's one of the primary devs and the other currently most active devs felt that was appropriate and fair, since no one threw a fit about it when they asked around.

So fuck all the previous contributors over the game's 10+ year open source development history who aren't presently active I guess. They don't deserve or need compensation I guess. Though with the license associated literally anyone could just throw up another copy under a different name on Steam and there's pretty much fuck all anyone could do about it. So yeah, weird scenario but not a fan myself.

[–]mirracz 8 points9 points  (2 children)

So fuck all the previous contributors over the game's 10+ year open source development history who aren't presently active I guess.

This is the reason why any non-greedy mod project developers don't accept donations... or only for running the servers. Like the various Skyrim and Fallout remake projects. So many people are involved and have been involved. In various degrees of commitment and work contributed. There is simply no way to properly distribute the money.

[–]BorfieYay 1 point2 points  (0 children)

A lot of the community seems to be playing Cataclysm: There Is Still Hope now anyways

[–]FapCitus 40 points41 points  (4 children)

For sure! I am all up for donating to someone no issue, but paywall is where it sours for me

[–]BearBruin 15 points16 points  (0 children)

All the modders saw how modern publishers take advantage of their userbase with excessive monetization and thought, "Why not us?"

[–]Big_Judgment3824 23 points24 points  (1 child)

Modders have a huge ego like as though they developed the game themselves. That's why you see a lot of mods just titled after the modder themselves.

[–]TheNewFlisker 0 points1 point  (0 children)

Wouldn't this be the case with free mods as well?

[–]Raidoton 15 points16 points  (2 children)

The new modders seem to have completely missed the point, they are literally using someone else’s IP.

That's why they need permission from the IP holders, which in this case wasn't granted.

[–]Kajiic 3 points4 points  (0 children)

It's especially egregious when someone is modding existing brands into games because then you're double dipping. You're using someone else's hard work in making the game, and then you're using another IP entirely to put it in (Like say... charging for a Master Chief skin in Skyrim. There isn't a paid one, just using an example)

[–]_Robbie 139 points140 points  (9 children)

Mod author here: I do not ever want paid mods to become a thing.

Would I like to make money from mods? Sure, that'd be nice.

Would I like to have to pay to play cool mods I didn't make? No, I wouldn't like that.

Do I think people should expect to have to pay money for my mods? No, absolutely not.

Nexus Mods' revenue sharing system is the only mod monetization I've ever seen that actually makes sense and has a good influence on the various mod communities that use the platform.

Mods are just generally a bad value proposition with no reasonable guarantee or even expectation that they will work as intended/be supported. As a guy who has abandoned some mods and no longer supports them, it would be insane if I had charged money for those mods and then been like "sorry guys it doesn't work anymore and you just have to deal with it!".

[–]Slashermovies 33 points34 points  (2 children)

Yeah, I've seen some excellent modders create patreons or accept donations which I don't see any kind of problem with. Payblocking and walling mods though? That's an absolute joke.

There are some talented modders out there but I'd not pay for any unless it was officially released by the company that holds the IP as an official thing with their stamp of approval that also has the quality assurance it wont become obsolete and then abandoned from an update.

I respect modders a hell of a lot but I also have always believed modders always did such things as passion projects or a means to hone their skills to potentially be noticed by companies or just for practice.

[–]GreenFox1505 44 points45 points  (10 children)

Hol up. I don't play mods or on public servers, but if I'm reading this right, you can just join a public server and it'll download mods?! How do you prevent malicious remote code execution?!

[–]techbrosmustdie 42 points43 points  (6 children)

help i joined a garrys mod server and now i have 10 different viruses

[–]GreenFox1505 12 points13 points  (5 children)

My understanding is that Gary's mod had tools for isolation. The mods are written in a scripting language which, like JavaScript in browsers, handles itself as a sandbox isolated from the main system. I don't see how third party Valheim mods could do that safely. There is no scripting language. Does C# offer legit sandboxing tools?

[–]6101124076 8 points9 points  (1 child)

What they're probably referring to (without being super familiar with Valheim modding) with automatic downloads is Unity AssetBundles.

It's hard to set up AssetBundles with code execution, and requires setup on the project side. VRchat takes a similar(ish) approach and it's generally all good.

[–]GreenFox1505 1 point2 points  (0 children)

Oh that's cool. Yeah, I can see how assetbundles could fix that, but I didn't assume mods were purely content-driven. If the mods are all content and not systems then I can see how that would work.

[–]klaxxxon 0 points1 point  (1 child)

Proper isolation in C# is only now becoming a thing, with .Net support for WASI, which is essentially a WebAssembly sandbox which can be given extremely granular privileges (such as access to spefic file system directories, or an effective virtual file system). As an upside, the idea is that it should be possible to write the WASI packages in more or less anything.

[–]Hakul 14 points15 points  (2 children)

I'd say not joining random servers. Valheim is not the kind of game you want to play on a random server anyways.

[–]GreenFox1505 10 points11 points  (0 children)

It's not a game that I would play on random servers. But that doesn't mean that is an invalid playstyle.

[–]greg19735 3 points4 points  (0 children)

Sure, but it's easily done on their server browser. Does it prevent malicious code execution?

[–]lincon127 19 points20 points  (0 children)

ah, the blight of paid mods has struck again, hasn't it?

[–]kildras131 1 point2 points  (0 children)

I have no issue with mods if they are truly well made enough. We have several games that became its own thing and plenty are willing to spend on that very game.

Dota, natural selection, counter strike, Garry's mod, the Stanley parable etc.

[–]SirKillsalot 1 point2 points  (0 children)

https://valheim.thunderstore.io/package/Krumpac/

Our team has logged thousands of hours and spent thousands of dollars to develop/test and acquire new assets for the mod. Beyond the swamps, some of the items will be for subscribers only- premium starts at $5 which we believe is more than fair for the dozens/hundreds of hours of playtime this mod will facilitate for you.

Nobody asked you to invest this time or money.

[–]jhayes88 0 points1 point  (0 children)

I think it would be more acceptable if mods costed more like $1 or $2 (if at all), because mod creators who put in a lot of effort do deserve a little something for their efforts. I would be happy to pay $2 for a big mod. I'm certainly not eager to pay the same price for a full game for a mod. Ive seen car packs for GTA 5 going for like $120 which is insane.

The mindset of "I'm not making 6 figures for my mods and I feel like I deserve 6 figures because my mod is top notch so I'm going to drastically increase the price" is laughably stupid because that will just make much less people buy your mod and you'll end up either making the same amount of money or even less because you priced yourself out, but if you have 30,000 people pay you $2 for your mod, you made a liveable wage for an entire year plus whatever passive income you get for years after.

[–]RobXIII -5 points-4 points  (1 child)

My friends love playing this for some reason. Once I realized the BS of losing skill points after dying, I wouldn't touch it with them until I downloaded the mod that fixes that.

Then we trekked for 30 minutes trying to summon the 4th boss, and I was one shotted even with a frost resistant pot up with full buffs. Not my cup of tea, I haven't told them yet, just haven't logged in since lol

[–]Subaudible91 3 points4 points  (0 children)

That’s where I landed. I’ve had enough of the “run around and punch trees” simulators, let alone one with such egregiously boring exploration.

[–]yamideath -5 points-4 points  (1 child)

When does this even officially released?still remember how it was widely beloved for exactly 2 months after early access then just fizzled out of existence

[–]Shillen1 -1 points0 points  (0 children)

It still has a large playerbase it has far from fizzled. Development pace is absymally slow though.