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Modding support

Open DokimiCU opened this issue 3 years ago • 4 comments

Various niggly little areas make Exile difficult to mod. Ideally Exile should be easy to mod.

A couple of things I noticed

  • registration of soils, plants, rocks needs to be done in core code
  • need new groups to allow new plants (e.g. oil_seed instead of only vansano, hard_wood instead of only Maraka)
  • animals predators and prey only recognize those in their hard coded lists (they are niave to any new animals added in a mod)

No doubt many more exist!

DokimiCU avatar Sep 19 '21 07:09 DokimiCU

Something that would definitely need cleaning up is the health effects. They are currently hard-coded, and adding a new one even in the core game involves writing code for it in at least two places. The current implementation makes new ones pretty much impossible to add in mods.

wizardofgcc avatar Oct 10 '21 06:10 wizardofgcc

need new groups to allow new plants (e.g. oil_seed instead of only vansano, hard_wood instead of only Maraka)

Adding to this: I think the option to scramble names/textures of plants using the random name generator already in the game could be easier with this too. Learning what is edible and what will kill you is exciting for the first time, but it loses its effectiveness once you know exactly what to aim for because of the tooltips in the crafting stations giving it away (e.g. maraka cake once you get a mortal).

ghost avatar Oct 20 '21 16:10 ghost

registering loot for megamorph is another one (if I recall right!)

DokimiCU avatar Nov 29 '21 07:11 DokimiCU

New groups for medicine:

  • antibacterial (currently only Hakimi)
  • anti-parasitic (currently only Merki)

(The way medicine works might need deeper thought anyway, but that's another issue)

DokimiCU avatar Dec 03 '21 22:12 DokimiCU