CleverRaven/Cataclysm-DDA

Allow mods to define conflicting mods

Fechada

#61.970 aberto em 28 de out. de 2022

 (4 comentários) (8 reações) (0 responsável)C++ (3.991 forks)batch import
(P5 - Long-term)<Suggestion / Discussion>Help WantedMods

Métricas do repositório

Stars
 (9.264 estrelas)
Métricas de merge de PR
 (Mesclagem média 6d 5h) (292 fundiu PRs em 30d)

Description

Is your feature request related to a problem? Please describe.

Some mods would greatly benefit from being able to use conflicts. E.g dark days of the dead does not work correctly with the default mods of bionic professions and no fungal growth.

Solution you would like.

[
  {
    "type": "MOD_INFO",
    "id": "demo",
    "name": "demo",
    "authors": [ "demo" ],
    "description": "demo.",
    "category": "total_conversion",
    "dependencies": [ "dda" ],
    "conflicts": [ "aftershock" ],
  }
]

However, it might make sense to let the player override those conflicts if they really know what they are doing™. Upon manually enabling a mod, it should say "demo conflicts with aftershock. Force loading? This will probably break stuff.".

Describe alternatives you have considered.

Not offering the player a convenient method to override conflicts and force them to modify modinfo.json since they should already know about how mods work. Nonetheless, this is advanced stuff and deliberately accepting breakage is something for expert users only.

Additional context

No response

Guia do colaborador