The Problem
As it stands, some of the balance mods achieve their goals by manually white-/blacklisting entities by their id
s. For example, the Mundane Zombies mod blacklists a whole number of zombie types, including zombie animals, as well as some Lovecraft-esque non-zombie things; while the No Medieval Weapons mod blacklists a number of (mostly metal) old-style melee weapons.
This creates an inflexible system of modding that’s more easily prone to errors due to misspelling or modder’s oversight (we’re all human; it tends to happen) and requires additional maintainance if new entities were to be added later.
Suppose there’s a new type of a zombie added with later updates: that would need to be added to the Mundane Zombies mod, and if you forget, it’s just not going to appear. Not a big deal, but it’s a mistake that doesn’t have to be made.
This already creates scenarios where a user may want to certain subset of blacklisted entities removed from the black list because to the user, their presence doesn’t break the conceptual issues the mod aims to rectify.
For example, No Medieval Weapons blacklists katanas and other traditional Japanese melee weapons. Who doesn’t want to have katanas in their game? Maybe a whole lot of you, but I do, and I’m sure I’m not alone.
Another example would be the No Antique Firearms mod, which blacklists M1 and the Thompson SMG, among other fairly-modern definitive classics of the American firearm culture. Antique? Come on! They’re barely 60 years old at this stage. The game still has M1911, in the meantime. (Yes, I know, the description says the mod removes black-powder and pre-Cold War weapons. Naming issue, that’s all.)
Or, for a more specific example: when I use the No Medieval Weapons mods, the game flashes error messages at world generation and, I believe, loading because it can no longer locate the item the crafting recipes are supposed to produce. It’s a good thing the game fails gracefully for those types of errors, but it would be best if they couldn’t have been made to begin with.
Now. Could I make a mod of my own, with all the lists set to my preference? Sure, if I have an idea of how JSON works. I don’t think I should be expected to handle it on my own, though, 'cause how many people that play Cataclysm have any experience with JSON and its data structure? And sure, deleting lines is simple enough, but – again, I don’t think I should be expected to do this.
The Proposed Solution
Add the respect_setting
parameter to JSON files or to the in-game settings menu, so that instead of manual color-listing of numerous separate entities, the mods would be able to remove not just the entities themselves, but also those connected to them – like martial arts books for removed martial arts, or magazines and ammo types for removed guns – based on the concept those entities represent.
For example: suppose you’d like to enjoy a more grounded, realistic experience of Cataclysm, and would like not to see any of the sci-fi gimmicks or other, crazier exploits. Maybe you’d like to have more conventional firearms from mods, but not the sci-fi ones, like laser rifles or magical-infinite-ammo revolver. With the respect_setting: "realism"
setting on, any mod you add to your world will not include or spawn non-conventional, or in other ways irregular, firearms, because the mod’s entity declarations recognize the setting and, well, respect it.
Or maybe you don’t want morningstars or halberds in your game, but you do want katanas, naginatas, wakizashis, and tantos, because you’re a nipponophile – or, really, just that type of a geek. With respect_setting: "japanese_weapons"
on, you’ll still see those cool, foreign blades, but not the boring European maces and spears. (Of course, you can put the setting into negative and never see those cool, foreign blades, if that’s what you’re into.)
Or – zombies. Maybe you’re okay with zombified bears and mooses, but skeletal juggernaus and necromancers just don’t cut it for you. Maybe you want a couple more zombie types in the “mundane” type – like the scientist, or the technician, or the survivor, or the armored zombie. respect_setting: "mundane_zombies"
, respect_setting: "zombie_animals"
, and respect_setting: "extended_mundane_zombies"
.
This could also mean that Cataclysm could have its desired sci-fi content up by default – like the Internal Furnace CBM – but hidden behind respect_setting: "realism"
or something. No additional mods required: just a flick of the switch.
But Couldn’t This Be Achieved with More Mods?
Sure, it’s possible to get the same thing with a multitude of different versions of the same mod – which then have to be managed, and chosen from – and before that, crafted with just the right precision so as to appeal to the widest possible audience…
In order words, the same idea is unfeasible with merely a selection of the same mod’s versions. It’s gonna take too long, and the modder is probably gonna end up being stuck in a loop where they have to support the versions of the mod they no longer like or enjoy working on, which will just drain them and make them abandon the whole endeavor.
Modding is an act of passion and is often thankless, in that it requires putting out a lot of effort into a thing of diminishing returns. There’s no need to make it more difficult on the people who already do the work.
The Proposed Implementation
The idea behind respect_setting
parameter is make it easier to customize game and mod settings, for players, modders, and developers in the long run, even if it will take writing a few dozen more lines right now. The goal is to propose a simple, more future-stable system for managing different aspects of the game, while minimizing the amount of manual code required to apply those settings.
Ideally, it could also afford expanding or radically-changing the game experience – say, by only allowing zombie animals, or by removing any weapon that isn’t a rifle, or by limiting entity spawns to those that fit within the image of the game area as it would’ve been in the 1950s (suits, dotted dresses, tommy guns, lots more coins, older cars…).
Existing code architecture – like item groups – could be utilized in the implementation of certain respected settings in the short term.
In the long term, the connections between entities are best compiled on world generation, both as a measure of reduction of manual coding and as a way to control entity spawn within the confines of respected settings. This should be achieved by ascribing types and categories to entities (that’s the “hundred lines now” aspect) while using weighted probabilities instead of chance for commonness control, and associating those on connections compilation.
This dissociation with item groups seeks to adhere to the respected settings for cases where items from the same semantic group would be separated by an in-game or a mod-imposed setting. For example, if all but Japanese-origin medieval weapons are excluded, the remaining weapons would still be spawned with respect to their weighted probabilities, and would still be considered a part of the melee_weapons
group, and any other group they would otherwise belong to.
There is also, of course, the issue of the missing connected entities – such as between crafting recipes and their resulting items (like in the No Medieval Weapons example at the beginning), or books and the martial arts they teach. Ideally, removing the target entity (the result of the recipe, or the martial art taught) should also remove the referencing entity (the recipe, or the book), so as to not invoke errors that may or may not cause issues for users down the road.
Finer details of the implementations are best left to those of proficiency with code. This is an outline of what I think would be a good addition to the game’s codebase that would allow for finer control over content, more customizability for users, and easier ways of making mods.