jeremyshannon / Exile

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https://codeberg.org/Mantar/Exile
GNU General Public License v3.0
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Modding support #26

Open DokimiCU opened 3 years ago

DokimiCU commented 3 years ago

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

A couple of things I noticed

No doubt many more exist!

wizardofgcc commented 3 years ago

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.

ghost commented 3 years ago

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).

DokimiCU commented 2 years ago

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

DokimiCU commented 2 years ago

New groups for medicine:

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