kaptain-kavern / CK_AnimalPlant_Pack

This mod alter the tropical rainforest biome : it add a significant amount of new animals and plants to the game and increase fauna and flora diversity.
https://ludeon.com/forums/index.php?topic=33296
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Notes regarding compatibilty #14

Closed kaptain-kavern closed 8 years ago

kaptain-kavern commented 8 years ago

- Rename value with a unique, different-from-vanilla, name

Something like _CKBigCatThingBase, _CKBigCatKindBase, etc

lpCoercion commented 8 years ago

This is a good idea, but we may eventually need to modify the vanilla animals as well to fit in with our new ecosystem (health, speed, damage, yield, etc.)

kaptain-kavern commented 8 years ago

He often had good suggestions on my mods thread, I'm for seeing what he had in mind.

Me I have no problems with people doing whatever they want with what I do (I'm just reusing pieces of code), but I understand if you feel different with your works.

I asked him what he had in mind. It's sure that as a mod user I prefer modularity too, if possible.

As it still early in the development process it will be easier to reorganise files now rather than later ;-)

lpCoercion commented 8 years ago

I spoke with skullywag this morning. He said that: 1. we can reference item defs from other mods if they are loaded first and 2. recipes can be defined on the new item def itself (rather than the workstation), using "recipeuser". So, we could add the plants and ingredients in the base mod (e.g. cocoa plant, cocoa beans, vanilla, chiles, etc.) and then create future expansions:

kaptain-kavern commented 8 years ago

That's pretty much what my reflections have bring as solution too.

Basically no crafting in the base and all recipes in the F&D pack :package:

I'm ok with that