Currently, if you want to add new entities to the game (enemies, bosses, familiars, effects, etc.), you can only do so by manually setting the id/variant/subtype of the entity manually. This is in contrast to much of the rest of content-patching, which is handled through dynamic IDs (items, music, challenges, etc.). As this easily runs the risk of mods overlapping entity IDs/variants/subtypes, an issue that has occurred in the past and can lead to hard-to-diagnose issues, it would be desirable if adding entities could by handled through a similarly dynamic manner.
On a related note, it would be useful to have an Isaac.GetEntitySubTypeByName() function to go along with this feature, similar to the existing functions for IDs and variants.
I think the big problem with this is how entities would work with rooms. The room format could be changed to allow this ideally, but it'd be a pretty big undertaking. Would be fantastic though.
Currently, if you want to add new entities to the game (enemies, bosses, familiars, effects, etc.), you can only do so by manually setting the id/variant/subtype of the entity manually. This is in contrast to much of the rest of content-patching, which is handled through dynamic IDs (items, music, challenges, etc.). As this easily runs the risk of mods overlapping entity IDs/variants/subtypes, an issue that has occurred in the past and can lead to hard-to-diagnose issues, it would be desirable if adding entities could by handled through a similarly dynamic manner.
On a related note, it would be useful to have an Isaac.GetEntitySubTypeByName() function to go along with this feature, similar to the existing functions for IDs and variants.