Am Sonntag, 30. November 2008 13:46:15 schrieb Kreuvf:
> Gerard Krol wrote:
> > Perhaps we should integrate the tiny mods in the game (and make them
> > inter-operate well), and then only allow one external mod active at a
> > time.
>
> I do not think that we should do this for several reasons:
> 1. We would need to maintain those tiny mods. And there could be quite a
> lot after some years.
> 2. External tiny mods could not be used with other mods (similar to 3.4).
> 3. We would deny people to build mods that depend on their favourite mod.
> There are several reasons why one would like to build a mod that depends on
> another: 3.1 The original mod-makers won't give permission to you for using
> their stuff and publishing it under the licence of your choice, so you base
> your changes on top of the other mod.
> 3.2 You can test new features of an upcoming version of your mod by first
> applying your ideas to a new mod that runs on top of the other one without
> the need to touch the original mod (could be quite a big .wz file after
> all). 3.3 You are a third party and found a specific mod to be a good basis
> for your own idea. You do not want to change that mod, but build something
> completely new around it, which has not much to do with the original mod.
> 3.4 You find two really cool mods that would go together without problems,
> but you just cannot have both active at the same time, because those
> developers thought that this would be a bad idea. You are frustrated and
> hang yourself! ;) 4. What's the definition of a tiny mod? You cannot ensure
> that every tiny mod works with every possible non-tiny mod. E.g. a mod
> mini_turrets.wz does not work with the tiny mod big_turrets.wz. More
> interesting: What would be the result? Big or small turrets?
I agree with Kreuvf here.

It seems very interesting to be able to extend the game using small things. 
EnhancedDiplomacy, SuperPhasers, EggHeads, BetterBodies, QreuvfsTexturePack, 
MarsianTechnology, ...

Maintaining all those in mainline seems overkill, and would require us to 
watch over dozens or hundreds of mods, ensure they are all compatible to each 
other, etc. And you would still need a dependency mechanism (to exclude 
obvious incompats like tiny/big-turrets), mod-switching, etc.

IMO we should just say: "We do not support modded games. If you experience a 
bug while having a mod loaded, complain to the specific author of that mod."

--DevU

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