the 2 weeks of conversation is due to
My concept for the way load order works is uh, very similar, to the elder scrolls model - user chooses order, gets feedback on compatibility, retry until it works or you realise it's not going to work at all
you're talking about a mod tool for another game in who knows what language that can't just be "ported" over to DF.
So... I would propose something simple first.
v1.0
Static Mods (scripts, parsed raws [either python parsed or batch/shell parsed], and patch files)
Then...
v2.0
Do a mod merger (maybe using a system similar to Meph's search/replace concept; mods that don't merge though, would have to be figured out somehow so the proper flags wouldn't conflict)
Then maybe an
v3.0
advanced object merger.
We're waiting for a mansion when all we need is a shack atm.
We literally have ALL the tools to create a batch based mod system. User clicks on a batch file or linux shell script, then gets a bunch of text prompts asking what mod he wants to load. Then the mod is applied, just before the game is started from the gui or batch file.We could EVEN HOST A GITHUB repository of all the mods so a user can go and download them
Hell, we could use github to create our PATCH files for us.
BTW, this is just a proof of concept, but it could easily be done rather than having a user have to hunt mods down and parse and merge.
However, in the meantime, I'd propose just including a few mods, say 5 to 10 in an initial release, and work on a repo where users can upload their mods. Hell, the theory is easy enough for anyone to implements. The batch file could simply list a subfolder's dir contents where the mods are stored.... and parse from their. The batch file would automagically parse and patch the mod compared to a base vanilla version, which is entirely possible using diff3.