Thread:LOTRMod/@comment-29954640-20170223220430/@comment-26172435-20170301063249

SamwiseFilmore wrote: The point is that you shouldn't ever have to edit any files in the LOTR mod. For any reason, mostly.

That was one of the reasons c to propose submod support by the mod itself as a serious alternative for source code sharing. The thought was to create a 'world customisation package / submod' as addon. This would be under license and thus only modifiable by serious customers. For the mod itself it would work like this: if it detects the presence of the package, it uses the class files stored in it instead of the mods own, default, ones. This would be an option to create first and second age maps, customized biomes, factions and their mutual stances, alignments and textures and texts, all based on the disclosed defaults within the mod. This offers all flexibility to Mevans to determine which parts of the mod to share and unlocj to third parties for customisation without having to disclose the source and all of the mod constituent subfiles. This was proposed via my Patreon account and a mod team member, but hardly discussed, so I don't have any info on arguments and reasoning on why this possibly may have been deemed unfeasible or unattractive in any way. Main motivation for the decision to not support modmodding was 'too complicated & not enough time / prio', which is still an okay motivation ofc.