CleverRaven/Cataclysm-DDA

Allow mods to define conflicting mods

已關閉

#61,970 建立於 2022年10月28日

 (4 則留言) (8 個反應) (0 位負責人)C++ (3,991 個分叉)batch import
(P5 - Long-term)<Suggestion / Discussion>Help WantedMods

倉庫指標

星標
 (9,264 顆星)
PR 合併指標
 (PR 指標待抓取)

描述

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

貢獻者指南