mods are manually checked before its signed. also mods on mod.io can always be taken down whenever needed. Even if there's a slip-up and a cheat mod accidentally gets approved and reported, we should have the ability to remove it. Once it's removed and the player logs in again, the system should check the active mods against the ones signed in mod.io. If there's an active mod on the player's side that isn't signed in mod.io, it should automatically become incompatible, just like how mod versions are handled with every alpha. dunno if its too much to ask, but this idea could really push us two steps ahead in fighting cheats. Also, we've got to consider the scenario where a player directly modify the main game - another sneaky way to bypass