I’m working on a mod according to my idea, as posted here and the original post.
The general idea of the mod is to add more electronic devices with various utilities, more uses for the computers skill, as well as to include new mid-game/end-game content based on the useability of devices with computational power, as well as their possible peripherals.
Note that I’m still feeling my way around modding and coding. I understand that with enough effort, time and patience, anything can be coded in, but I also understand I have some limitations as a beginner to modding. As such, the envisioned (note: envisioned, for now) features are:
- Working computers with various qualities (research capacity, fun potential, etc.) in the form of items (work laptops, gaming laptops, kids’ laptops, research laptops, tablets, kids’ tablets, smartphones, hi-tech smartphones, cyberdecks for use with bionic implants), furniture (working computer terminals, working desktop computers of various types) and vehicle parts (on-board computers);
- Computer peripherals with various qualities and uses, in the form of items, furniture and vehicle parts too (printers, routers, databases, cables, clusters, access points), give some use and expand upon the software item type (USB drives, hard drives and data transfer devices be used for research and data acquisition/transport);
- More electronic devices to be used along with computers, or separately, with their own devices, requirements and tools, for both fun and utility (videogames, games in cds/drives, dvd players, dvds cd players, cds, VR headsets, etc.).
Have computers themselves be used through custom functions that open up a menu (according to their capacities/qualities and current external equipment) allowing:
- Browsing files: Both in the computer and on external drives (USBs, CDs, DVDs, etc.) - giving a tiny amount of computer skill, as well as maybe providing some snippets and morale bonus/penalty (random results, since you can find all sorts of stuff or fumble the computer and crash it);
- Playing games: Just for fun;
- Conducting research: Using drives, databases, servers or even access points (internet searching, on what still remains of it post-cataclysm), requiring high computer skills, a lot of time, and providing (randomly, or directed through menus, with varying degrees of success) increase in skills, maps, recipes, morale boosts (or penalties) and maybe even some lore, information or unrelated dumps in the form of snippets;
- Practicing coding: Increasing computer skills after spending a lot of time, and maybe adding a few new functionalities to the computer.
My inspiration was playing X-COM UFO Defense using a mod that implemented research and many other things in-depth using simple mechanics and workarounds (as allowed by the original game’s engine).
Of course whatever I end up implementing is meant to be provisory (hence it being a mod, and not an actual PR), and I might end up not being able to implement my vision in full, since I just barely started working with actual Cataclysm code (I’m currently using LUA and the native JSON support only. Only ever did work on monster and item modding before), but even if it doesn’t work out, maybe someone can take the idea forward in the long run.
Looking for opinions and any tips possible, especially from the veteran modders and developers working on C:DDA.
I will be posting any questions and doubts here, as well as updates and eventually (hopefully) a working mod.