Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding functionality/changes we'd like to see  (Read 777 times)

bloop_bleep

  • Bay Watcher
    • View Profile
Modding functionality/changes we'd like to see
« on: March 20, 2018, 04:27:28 pm »

This is an attempt at aggregating all the various new modding additions or changes the community would like to see. Basically, anyone can make a proposition, and then other people can vote for it, so we can establish a sort of priority ladder for Toady to see. Try to make the propositions relatively simple, instead of adding enormous new systems on top of the current game.

I have already included two propositions of my own.

MODDING ADDITIONS
SuggestionVotes
Allow syndromes to apply creature variations1
Make inhalation syndromes work all of the time, so boiling materials with syndromes are more effective.1
Allow commenting out of raws.2

MODDING CHANGES
SuggestionVotes

(BTW, anyone know how to format this more nicely?)
« Last Edit: March 20, 2018, 11:23:16 pm by bloop_bleep »
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

bloop_bleep

  • Bay Watcher
    • View Profile
Re: Modding functionality/changes we'd like to see
« Reply #1 on: March 20, 2018, 04:28:00 pm »

[reserved]
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

bloop_bleep

  • Bay Watcher
    • View Profile
Re: Modding functionality/changes we'd like to see
« Reply #2 on: March 20, 2018, 04:28:22 pm »

[also reserved]
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Modding functionality/changes we'd like to see
« Reply #3 on: March 20, 2018, 10:03:27 pm »

Commenting raws out, without painstakingly removing every bracket. Like in C++ (and some others) you can do this:

/*

blah blah

blah blah

blah

blah

*/ and it will be ignored. Will make making different worlds much easier!
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

bloop_bleep

  • Bay Watcher
    • View Profile
Re: Modding functionality/changes we'd like to see
« Reply #4 on: March 20, 2018, 11:24:39 pm »

Am +1ing that myself and adding it to the OP.
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.