Maybe my previous posts were too harsh.
The underlying issue is that "mod" can mean two very different thing. Or rather, can be any point between those two extreme:
- Large, fully playable, still maintained, polished projects, like S44, EvoRTS, GRTS, etc...
- A quick test demo, with minimal additional content, made once to showcase something, then forgotten.
Both are .sd7/sdd that goes into /mods/, both are listed in Licho's Plasma Server, but, from a player point of view and level of expectation, they mean very different thing.
It would make very little sense to have an entry the same size for P.U.R.E. and for my XTA-Jaibreak mutator for instance.
For the "big" mods, we have:
http://springrts.com/wiki/Games
For the "small" mods, maintaining a list is hard, because their release can be as quiet as an attachment in the 7th page of a boring discussion. Yes, I've done that, and no, I wouldn't have updated a wiki modlist because it's often the kind of mod that makes no sense outside the surrounding talk. To find those small mods, you either need to be there and then and curious, or, to find them back later, a good memory, and a talent at
forum search queries. So indeed, all those small mods are super hard to find, which is a shame because there are some real gem in them (KDR_11k ones spring to mind).
So, it could seem a good idea to maintain a list of all those mods that are small, incomplete, but still useful if only as a reference to what's possible in Spring. But then you run into another issue: Any mod that isn't actively maitained quickly breaks. The last two Spring release were particularly unforgivable, but it happens everytime the Spring engine update, each release bring small changes, often inconsequential, until you hit one modifying a particular behavior the mod was relying upon. So any mod more than a couple engine version odd is likely to be broken, sometimes something little like misaligned text, sometimes something crucial like a Lua gadget implementing the core gameplay erroring, unit not moving or building for various reason, etc... And even if engine dev will explain that "it's just a small fix", it nonetheless requires modding skills and knowledge of what's going wrong to fix the mod. It would be harmful to present regular players and newcomers a long list of mod, with half of them not working. And to keep fixing every mod at every Spring release would require a tremendous sustained effort.