I've been away from RW for a long while now so I might be out of date on the modding capabilities of RW but i'd still like to answer you.
so whatever I say next please consider it to possibly be outdated information, however this is what RW used to be when I paused my gameplay
We dont lack imagination or creativity, in fact what I had created back in 2015 and expanded over the years was only a small part of what I actually have imagined to do.
The biggest limiting factor and reason why you don't see an electricity mod or modded chests, or mods with bigger substantial gameplay elements is that RW modding capability does not allow a way for us to add custom usable tools the way native (built-in) tools are available.
This of course limits us to be able to create any kind of highly functional mods the way minecraft has offered over the years.
However where there's a will, there is a way and if any modders out there are looking to do something big and wanting to group up for a collaboration, I'm up for it as long as its organized properly.
Proper organization for me personally means:
- plan first, code later
- use issue boards (so everyone knows who is working on what)
- use git properly (feature branches) and merge request when done
- meetings or communicate often
etc etc etc...
If a kid buys this game comes to the forums to check out the mods and see's there's really nothing to add adventure he or she will play the game for a bit then shelve it.
I do believe that it is the responsibility of the game studio that should keep their game interesting and engaging not the customers who bought it. Sure we are given a way to modify the game a bit but that in itself is not main feature of the game where all the focus should be put on.
We all bought it to be entertained by the game itself first its not reasonable to shift expectations of additional entertainment beyond the core game. All the little extras by the community is a lovely bonus from the community