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Author Topic: Abstract more buildings into the raws for modders  (Read 838 times)

Jazz Cat

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Abstract more buildings into the raws for modders
« on: March 28, 2018, 01:46:45 pm »

I see a lot of discussion about new types of buildings around -- there's a number of suggestions in this forum for them, and a lot of mods include new workshops. It's impractical for Toady to implement all the new building ideas that get tossed around (or even half of them), of course, but at the same time, a lot of them can't really be added in by modding because a workshop is the only type of building that's supported in the raws. I think a good compromise would be to abstract buildings out into the raws a little more thoroughly, to give modders more to work with. I've got three main points for that off the top of my head:
  • Non-workshop buildings. This would be a relatively minor addition, but it would open up a lot of possibilities for the modding community, everything from adding a flavor item like a painting or a potted plant to making new types of traps or siege engines (see the next point, below)
  • Power and other uses. This builds off of the last piece a little. One of the biggest things I'd like to see is the ability to mod in a building that generates or uses power -- a powered workshop like a millstone or a powered trap of some sort, or a building like a big crank that uses the pump operator labor to generate power, since right now there's only a few buildings that involve power at all. Other uses would probably be a little harder to abstract into the raws, but I'd still love to see them if it was possible; things like lamps that give off light to stave off cave adaptation, custom-modded traps that apply a syndrome when interacted with, even new furniture that can be queried to define a room like making a museum can be defined from a pedestal. I won't go on about this one any more, since it's already starting to get a ways beyond the scope of a suggestion like this, but I'm sure you can imagine the possibilities if it were in any way feasible.
  • Moddable adventure-mode buildings, even just workshops. I'd be willing to bet my artifact sock that if the community could make custom workshops in adventure mode, there'd a mod out in a matter of weeks adding in all the vanilla workshops and reactions available fortress mode. I'm sure those are planned already, but a mod like this could really bring adventure mode up to speed in the meantime, not to mention all the novel mod content it would bring.

What do you all think? Is this something you'd want to see, too?
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Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

MCreeper

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Re: Abstract more buildings into the raws for modders
« Reply #1 on: March 29, 2018, 02:26:10 am »

Planned, certainly will not be before late magic release.
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Jazz Cat

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Re: Abstract more buildings into the raws for modders
« Reply #2 on: March 29, 2018, 12:34:11 pm »

Oh, is it? I didn't see it on the dev page.
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

Shonai_Dweller

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Re: Abstract more buildings into the raws for modders
« Reply #3 on: March 29, 2018, 03:58:59 pm »

Oh, is it? I didn't see it on the dev page.
Not everything's there. There's certainly a general goal of making as much as possible accessible to modders though. Probably after workshops are replaced though (also planned, mentioned several times, not specifically on dev pages).
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