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DF General Discussion / Re: Future of the Fortress
« on: January 08, 2023, 07:34:37 am »Quote from: Octopusfluffnow that the game is out, i can see that there's some stuff in the vanilla definitions that would allow a degree of changes, but it requires me to change my question:
will we gain the ability to add mods to existing save files?
this has become a serious obstacle with mods that aim to improve accessibility by adjusting icons in the ui, or for my use case, replacing audio elements that are highly disruptive (like that horrific REEEE REEE REEEE bird noise in grasslands which is absolutely deleterious to some of us)
making a new save file every time we discover an experiential issue that someone solved with a mod is problematic.
Graphics stuff can already be adjusted w/out worries about saves I think? I was doing it during development all the time anyway.
Sound just isn't that moddable yet, the format there isn't really complete. It doesn't know how to use non-vanilla files, doesn't have a place to put them. I wanted to get something in there so that saves could be a little bit compatible with more support later, by having any objects at all to work with.
understandable about the sound part. but my problem is that we have no mechanism for changing what mods are assigned to a world at present, so adding/removing graphics mods is currently impossible.
), you've only mentioned you're running XP in the guest. Is the host Windows? If so, XP, Vista, 7, 8, etc? Or is it something else?