TheFallenAngel359 wrote:I've always wanted to add new systems to the game, such as a "Cargo Bay" system that could be used to transport goods for trading purposes (a la CE). Would this be possible through Clonebay? I don't see why not, but it may be a programming limit.
I have my own plans for some optional enhancements to the cargo system.
Anything that is already possible with FTL mods, should still be possible in clonebay.
Regarding programming limits:
I'll be calling scripts at various times, on_load, pre-tick, post-tick, on_equip, etc ... things of that nature. These scripts will have access to all loaded game data, and the entire game state.
Since the scripting language is Python, and Clonebay is in Python, and since I have no interest in sandboxing it, scripts could coneivably, without a whole lot of effort, even override the game's tick() method (or anything else, for that matter), with their own versions of those methods. The only limit will be your imagination. Mods could override the whole game, download updates for themselves, or even do dangerous things, like attempt to "rm -rf /", etc.
I was thinking of a mod that would show the sector map, beacon map, and ship upgrades pricing in all times in a separate window, that would be launched by a game script.
Maybe a cheat script mod, that opens up a separate window that allows you to edit some aspects of the game state, in real time, like scrap, missles, hull health, etc. No need to piddle around editing save games, just install it, and if you're about to die, add more hull, you evil, filthy cheater! Don't like it? Don't enable the mod.
But that's not what I'm working on today. Today, I'm working on events and choices!