Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.
First thanks Sami for stopping by.
The viability of that approach is limited by game mechanics of:
1 = Only one way to build an item.
So no duplications are allowed. Thus mods which allowed other walls or kota building require blocking the vanilla recipes. For example there there are different "shelter" options in the BAC like using a tarp you carry or even a punt as a roof but only one of three (remember to count the vanilla) is allowed to exist. If you want to use one of those alternates then there must be a modification of the vanilla to "switch off" or forced loading order.
2 = No sub menu branching:
In order to have the spaces for the number of items that now exit they must make use of the limited spaces in the vanilla menu lists. In order to be findable there must be reallocation of which menu vanilla items go. If there were sub menus then I could use a few "letters" to start off the branching for all the necessary slots.
3 = Reasonable organization:
There are are alot more things to deal with say wood to so there is a split into different categories. In some cases it makes more sense to move the vanilla item into another menu. In concept the vanilla game may have an item in "X" but in the large mod there is now "X1" and "X2" so the glossary file must be edited in someway to put the item in the write new menu. This is a smaller influence than the desperate need for menu spaces but it does have an impact.
4 = Menu location is done by a zone in the text files:
If it was possible in the recipe to assign what menu an item went into, which is not part of the current language, than I could use load order (of even the single recipe construct) to tell the vanilla file to put item "Y" into a different menu like "Z". Currently this is not possible. Menu location is controlled by being written as:
[start menu]
X
Y
Z
[end menu]
This is a core programming decision which I believe could be very consuming to implement a change to.
So long as the # of new items is small so far I need to edit typically the diy_glossary and biy_glossary which does indeed mean a system verification would see the mod versions of the file as not the same.
I do remain in favor of things like trades being pulled into the vanilla game for things like iron working, weaving etc though currently mods like the BAC are managing that. In theory any recipe pulled into vanilla structure is one less for the BAC to worry about.
Again thanks for stopping by Sami, could to see you.
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