Registered Mods

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Revision as of 16:04, 3 October 2024 by StalEF (talk | contribs)
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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#">

   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 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!