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Author Topic: Few questions regarding Lua mods  (Read 1147 times)

darkhog

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Few questions regarding Lua mods
« on: October 15, 2024, 10:02:44 am »

1. When is it estimated to ship (doesn't have to be a date, version number is fine)?
2. Will it be possible to edit game map in realtime? I want to make a piston mod that could push wall blocks around, kinda like Minecraft's pistons.
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Putnam

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Re: Few questions regarding Lua mods
« Reply #1 on: October 16, 2024, 03:34:47 pm »

1. I honestly do not know, not even the version number
2. It's not a part of the initial plan, and I honestly could not tell you if it's in the cards for the near future--to be frank, to give any concrete statement on anything but "with the initial release, you can modify and make your own procedural raws now, which can do everything the raws could already do and no more" and "this is being added to facilitate future magic stuff" bears the risk of being wrong.

Drakonis

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Re: Few questions regarding Lua mods
« Reply #2 on: October 30, 2024, 08:29:33 am »

Are we getting the same modding capabilities we'd get from using dfhack built into the system?

Any chance we can get more hardcoded stuff moved into the raws? (Reactions, grown wood stuff, tree growing...)
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aSpatula66

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Re: Few questions regarding Lua mods
« Reply #3 on: October 30, 2024, 08:58:45 am »

Are we getting the same modding capabilities we'd get from using dfhack built into the system?
No
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Putnam

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Re: Few questions regarding Lua mods
« Reply #4 on: October 30, 2024, 03:00:40 pm »

Are we getting the same modding capabilities we'd get from using dfhack built into the system?

I'm gonna echo that "no", but with an explanation, since I feel it's warranted: you can treat DFHack in your head as basically just cheat engine, but with everything mapped out for you and easier to program for. Including this in the base game would be... a lot. C++ doesn't really have any good way to do it besides mirroring every struct in ugly ways, too.