Dwarf Fortress

Dwarf Fortress

Gerdz Dec 22, 2022 @ 9:22pm
The modding system
devs if you see this, think about polishing the way you currently have the mods set up. its nice and easy to use when you're first starting a world. but if theres a mod that comes out or you no longer want a mod, or something changes. you cant simply remove a mod from a game and keep going. all mod updates that add new items/creatures/etc as well require a whole new world. now im not a dev/coder/programmer/anything, im just speaking from what i've seen other games achieve. Simply put. let us add and remove mods mid world, you dont have to hold our hands and not let us mess with things. adding and removing UI/Audio/Graphical/QoL mods on a whim wont break the game. or at least shouldnt. and to go a step farther, adding in items/creatures/etc mid game usually dosnt break things either.

again i dont know much about anything. but i do like having the option to break my own game if i want to by trying to force things to work.

and i know the community is tired of rimworld analogies, but its the best example i have on the top of my head for a mod system that lets you add/remove things on a whim. it even comes with a warning screen saying you might break things by doing so.

alright, peace.
< >
Showing 1-4 of 4 comments
Grimbot Dec 22, 2022 @ 9:36pm 
All of that stuff happening when you generate the world involves your mods too. Once the world is "baked", you can't unbake it. It really is sort of like trying to get the four out of a cake once you've already cooked it. The nature of the product dictates the way the mods work.
Mimi Dec 22, 2022 @ 9:46pm 
the workshop/modding of steam release seems really rushed and limited right now, hopefully it is worked on really soon

apparently a lot of mods that work in classic don't work in steam because of not having support for it yet
Seekay Dec 22, 2022 @ 10:05pm 
Mods that don't mess with world gen and don't interact with save files at all should definitely be able to be easily added and removed, like QoL UI mods. Maybe if they have a specific workshop tag / flag in a config file? Though leaving it up to the modders themselves might cause issues with mods that mess with world gen being removable due to the wrong tag getting applied, or safe mods that get tagged to be unsafe for removal, like it is now. Perhaps the game could automatically detect whether a mod adds stuff to world gen and determine whether it's hotswappable or not? It's probably more complicated than we think. I hope they can figure it out.
Gerdz Dec 22, 2022 @ 11:32pm 
I think leaving it up to the player base is fine if there was such a thing as a "tag" you could put on mods. I don't want to be stopped from doing something by an automatic system. For example let's say I make a sword mod. It's literally just a 3x long sword or something stupid, so a simple item. It technically messes with what's in the world. But it's also a simple object. Adding and removing it shouldn't break anything
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Dec 22, 2022 @ 9:22pm
Posts: 4