Open boformer opened 9 years ago
I think that individual buildings must be hidden, not whole themes. It's easy to get complete list of buildings and see if it contains certain name. Example: EBU not installed. Some theme contains mix of custom and vanilla assets. Custom assets will be loaded for Tropical map, vanilla won't.
I mean vanilla buildings are Euro in that theme.
That's how our mod works right now. I just thought it might cause confusion:
User downloads BuildingThemes (not EBU), Euro and International Theme displayed. User selects "Euro", nothing grows in that zone.
And what if Euro is extended with some custom buildings. Also we can hide themes that contain no available buildings.
The problem is that the Euro theme will always contain available buildings. For example both collections share many low-density residential buildings. The theme is still not usable because it contains no high-density residential buildings if you play on an "International map". It is only a subset of the international theme.
I know that. But this problem will also affect custom themes. What if user creates a theme that contains only industrial buildings? Maybe we need to limit each theme to a certain zoning type? This way we will have built-in 'Euro HD Res', "int. Office' themes etc.
Then we would mix up zoning and district themes.
The user can create custom themes that only contain buildings of a certain type and combine multiple of them.
The default themes should contain all buildings of a collection.
Fair enough
It doesn't make sense to display a "European" theme on a boreal/tropical/sunny map without the EuroBuildingsUnlocker mod.
We have to check which collections are loaded:
Sunny Collections | Boreal Collections | Tropical Collections --> Display "International" Theme Europe Collections --> Display "European" Theme
The problem is that this can only be determined when the game is already loaded (
OnLevelLoaded
).A different solution would be to check if EBU is installed.