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I removed all mods. Fixed the issue. Added them one at a time and the "improved hordes" gave me errors on the server.
That idea is a bit messy in practice.
The first problem is that simply taking work done by modders and putting it into the game could very easily be a PR disaster even when it's legal. "Dev steals other people's work!" is not a good look. Sure, devs quite often patch something into a game that a modder has already added in a mod. But it's more like "that's a really good idea, we'll make our own version of it". Or even just a coincidence, two people having the same idea about improving the game.
The second problem is that it would make the dev responsible for the mod, since it would be part of the game and no longer a mod. So time would have to be spent testing it. Probably a lot of time.
The third problem is that "the best mods" is a subjective assessment. It's probably better for devs to make a game moddable, do the game their way and leave modding as a choice for individual players to make for themselves.
7DTD is pretty good in terms of modding. A fair bit of small scale modding can be done with just a text editor as a lot of the settings for the game are deliberately left in plain text. For example, I don't like the magic darkness spells that have been added to every building in A21. 30 seconds with a text editor and they're gone. It's one number in a plaintext file.
To clarify; what I meant was that the function that the mod added becomes hard coded into the game so you don't need a mod to add it. They may need to ask the mod creators if they had a problem with some of their ideas being copied. I'm sure alot would be happy for their ideas to become an official part of the game.
Some mods just add simple stuff that should already be in the game, like for a forge to automatically shut off when its out of thinks to craft, meltdown so it doesn't waste fuel.