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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« Last post by Sami on Today at 12:31:51 PM »I would be satisfied with a hypothetical 'O' *MOD* parent menu. If the maximum limit were 25 submenus multiplied by 25 recipes per submenu, that should be room enough to reserve 625 modded entries.
(And the option of putting additional entries under *MAKE* and *COOKERY* menus will still exist, even if later game updates do deplete available space for custom submenus.)
But I'm wondering whether the existing menudef structure will require a new file prefix to handle items under *MOD*. Seeing that *MAKE* needs diy_, *COOKERY* needs cookery_, and the building skill menu needs biy_, it would be natural for *MOD* to need mod_.
Yes, if there was a transition to separate make menu for mods the file name changes would be necessary to distinguish the mods from the original game crafting entries.
It could be also that the original crafts would exists as urw_diy_somethingsomething.txt and modded as mod_diy_somethingsomething.txt etc.
To make everything reliable there would need to be the same logic and separation for cookery, buildings and flora as well.
625 entries is a lot but everything can be exceeded. To have a long-term solution I believe the system would need to allow different mods to co-exists and overwrite each others entries if necessary. Many players do little snippet modding for slight adjustments to small set of items.
Let's imagine there would be a mod that modifies many items, including for example a wooden cup. Then let's imagine there's a player who likes to use the said mod but prefers their own adjustments to wooden containers. Now I think there would need to be a way for the imaginary "wooden containers mod" to be installed on top of the other existing mods, even though they would modified the exact same entries. Otherwise investing time to code a new craft menu would be pretty much a stillborn addition.
Luckily there are many way to cope with the said situation, but they are a bit costly to code. One option would be to run checks for the mod files when the game starts. The game would then notify there's a modified "wooden cup" item within 1. big mod, 2. mediocre mod, 3. wooden containers mod. Which modification you prefer to use? The player would then choose their wooden containers mod, and the modders make menu option for "wooden cup" would be pulled out exclusively from that mod.
There could be also ways to set personal priority level for mods, so that the entries in player's highest priority mod would overwrite the others. In the above example the player would be able to set their "wooden containers mod" as priority level 1. And several other ways too.
With something like this in addition to possible file name changes the "[r]epeat a craft" system would also need to be reworked to some extent. Now it's simple and easy as the repeat option just browses all the files to search for the item name, and repeats the crafting of that. With the overlapping (and somehow cleverly prioritized) mods together with the original game crafting files the repeat would need to remember from which files the said crafting was initiated.
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Rather than completely cloning diy_ capabilities, it would be nice if mod_ files could, for example, extend the building entries. Currently, the building menu can only handle one recipe per construction/terrain tile type. BAC offers alternate .Shelter. recipes, but each of these must be enabled/disabled manually by editing/erasing the biy_ file prefix name in order to overwrite the default recipe when the player deems the situation to be appropriate. But this is not the only friction involved with biy mods.
If the player were to leave the modded recipe active, interacting with constructions generated on the zoom-in map would result in unintended consequences - such as failing to return the expected raw materials upon deconstruction when the game's object dictionary doesn't recognize modded item names. In this case, it would be preferable for modded buildings built by the player to be considered distinct from buildings generated according to the default recipe.
Yes, well, the modding works as it works and surely it can lead to mess if it's used in a fashion it's not intended for. Modding is fun and there really could options for so many things that I could use all my time for that alone. I may be repeating myself, but I'm foremostly developing the game rather than a modding script/engine. There are games that are built up from a modding perspective and prioritize that, but we've got our roots somewhere else and follow a bit different path. Nevertheless, we've got the modding in the game - among a few other features - and the suggestions are always at least read, sometimes even discussed and fulfilled - if they fit in the big picture.