| Challenge | Response | |-----------|----------| | | Make BetterMods a library (C++/Rust) that game engines (Unity, Unreal, Godot) can integrate in one day. Offer back-compat shims for existing mods. | | Performance overhead | VFS and sandboxing add ~5-10% load time but near-zero runtime cost if implemented as lazy file mapping. | | Anti-cheat conflicts | For single-player games, no issue. For multiplayer, BetterMods can enforce signed mods for official servers. | | Modder freedom | Sandbox restricts “dangerous” mods (e.g., kernel drivers). But 99% of mods only need asset and config access. Provide an “unsafe” override with warnings. |
| Problem | Description | Example | |---------|-------------|---------| | | Mods break after game patches. | A Stardew Valley patch often requires all mods to be updated. | | Load-order hell | Users manually resolve conflicts. | Skyrim modding requires tools like LOOT and manual plugin sorting. | | Security risks | Mods can execute arbitrary code. | Malicious Minecraft mods have stolen session tokens. | | Inter-mod conflicts | Two mods editing the same file cause crashes. | Sim settlements vs. new weapons in Fallout 4 . | | Platform lock-in | Mods tied to Steam, Nexus, or mod DBs. | Workshop mods don’t work on GOG copies. | bettermods
: Provides a framework to help creators build more complex mods. | Challenge | Response | |-----------|----------| | |