Registered Mods: Difference between revisions
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== How shares work: == | == 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 | [[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 20% but may change). | ||
You can see what mods are recognized by mousing over the 'Mods In World' section: | You can see what mods are recognized by mousing over the 'Mods In World' section: | ||
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'''The split works as follow:''' | '''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 ( | - 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 (20%). If it exceeds the caps, they will be all reduced to fit within the 20% 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. | 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! | ||
Revision as of 11:34, 9 December 2025
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.
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
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.
How shares work:

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 20% 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 (20%). If it exceeds the caps, they will be all reduced to fit within the 20% 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!