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[Text:Something immersive it says in the game text for flavor while you are doing a diy action]
Nevertheless, modding is also something that will be constantly improved, within certain time and priority frame.
Commenting quickly on few of the suggestions:
Would be a huge and long-lasting redesign thing, but people who have lots of mods surely crave for better organization. I've been thinking that some sort of third-party mod organizer program would help here. Stuff could be kept in game folder, but the mod organizer program would build the resulting files in there from the mods you want to use. Mods could be keps in different folders, but only built/copied into game folder at will. Item overrides and stuff would be checked upon building. Not the lightest application to come up with, but for now it still would be easier to create than allow all this by the game itself.
This is something that I've been also thinking. Probably to seen.
I have a hunch that you can already do that. At least I can't think of a reason why it shouldn't work. There's limited viewspace in game skill screens so many new skills won't fit, but you can give it a shot and report back if it turned out good.
Here's a new one : {[nearby_tile:]} could use multiple entries much like [terrain] or [effect] in the flora files do. Reason: if you want to require an action to be done at the water's edge, Water won't cover Rapids or River etc..