Registered Mods: Difference between revisions
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Registered Mods now will automatically earn Eco Credits whenever a world using them spends Eco Credits. | Registered Mods now will automatically earn Eco Credits whenever a world using them spends Eco Credits. | ||
== 1. Register the mod in code == | |||
To enable this, you'll need to define any class in your mod files that implements IModInit and has a static Register function that returns a ModRegistration.<syntaxhighlight lang="c#"> | To enable this, you'll need to define any class in your mod files that implements IModInit and has a static Register function that returns a ModRegistration.<syntaxhighlight lang="c#"> | ||
<code> using Eco.Core.Plugins.Interfaces; | |||
public class MyMod : IModInit | public class MyMod : IModInit | ||
{ | { | ||
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}; | }; | ||
} | } | ||
</ | </code> | ||
The Eco server will call this at runtime to register your mod. | |||
== 2. Register the mod with Strange Loop == | |||
Email [email protected], or get in touch on [https://Discord.gg/eco Discord.gg/eco] with @D3nnis3N and request mod registration along with your Eco User ID. Your mod will be reviewed, and a percentage share assigned to it. | Email [email protected], or get in touch on [https://Discord.gg/eco Discord.gg/eco] with @D3nnis3N and request mod registration along with your Eco User ID. Your mod will be reviewed, and a percentage share assigned to it. | ||
== How shares work: == | |||
[[File:363784076-8bc1f3da-6348-4d35-8acd-b365b0cd2666.png|thumb|816x816px|none]]This diagram shows the shares given to each value provider when Eco Credits are spent. Every time a player spends Eco Credits in a server, a cut will go to other parties in that world. Any mods that are registered will split up to X% of that (currently 25% but may change). | [[File:363784076-8bc1f3da-6348-4d35-8acd-b365b0cd2666.png|thumb|816x816px|none]]This diagram shows the shares given to each value provider when Eco Credits are spent. Every time a player spends Eco Credits in a server, a cut will go to other parties in that world. Any mods that are registered will split up to X% of that (currently 25% but may change). | ||
Latest revision as of 16:04, 3 October 2024
Registered Mods now will automatically earn Eco Credits whenever a world using them spends Eco Credits.
1. Register the mod in code[edit | edit source]
To enable this, you'll need to define any class in your mod files that implements IModInit and has a static Register function that returns a ModRegistration.<syntaxhighlight lang="c#">
using Eco.Core.Plugins.Interfaces;
public class MyMod : IModInit
{
public static ModRegistration Register() => new()
{
ModName = "MyMod",
ModDescription = "Mod description",
ModDisplayName = "My Mod",
};
}
The Eco server will call this at runtime to register your mod.
2. Register the mod with Strange Loop[edit | edit source]
Email [email protected], or get in touch on Discord.gg/eco with @D3nnis3N and request mod registration along with your Eco User ID. Your mod will be reviewed, and a percentage share assigned to it.
[edit | edit source]
This diagram shows the shares given to each value provider when Eco Credits are spent. Every time a player spends Eco Credits in a server, a cut will go to other parties in that world. Any mods that are registered will split up to X% of that (currently 25% but may change).
You can see what mods are recognized by mousing over the 'Mods In World' section:
The split works as follow:
- Each registered mod has a percent assigned to it, which they will be given if the total of all mods is under the percent cap (25%). If it exceeds the caps, they will be all reduced to fit within the 25% cap, according to their defined percentages.
Funds collected in this way can be used like any normal funds: to buy skins, Eco invites, and hosting time. We will also add a way for creators who generate a lot of revenue from their mods to extract money, coming soon.
Happy modding! Happy modding!