[quote=“Kevin Granade, post:26, topic:4948”]This gets a bit complicated, there are two interrelated issues here, and it’s hard to keep them seperate.
With the current system, in order to be able to disable content, it must be moved to a mod, because we don’t have a way to disable content in the core (other than classic zombie mode, but that’s another issue). As such there will be content that is enabled by default, but is in a mod so it CAN be disabled if desired. That’s the core vs mod distinction, it’s purely an implementation issue.
The other issue is the game default, which is what selection of content you get if you just start the game and hit “play now” or accept defaults when you create a world. This will consist of the core and a selection of the mods that the dev team considers to make up the main game, for example zombies, triffids, and fungaloids are all going to be in the default game, even if some of them are in mods, but since triffids are in a mod, you’ll be able to deactivate that mod when making a world.
Hope that clarifies things somewhat.
Side note: Classic zombie mode is implemented the way we want mod manager to be implemented later on, so removing it isn’t helpful.[/quote]
This is exactly the way I’d like it. I certainly don’t think anything that is in now needs to be removed completely, but making it a default mod which it is possible to toggle seems to be the way to make most people happy and get the cataclysm everyone wants.
I didn’t realise classic zombies was different (I thought it was very much an early mod sort of thing), but that’s good to know.