The Big Plugin System Rework #8932
Replies: 3 comments
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That is a very comprehensive rework and sounds like it would add a lot of useful functionality. Right off the bat, the "dependencies" section would provided the needed mechanics for an official "deprecated content" plug-in to be most effective by allowing plug-ins to specify that they require assets found within it. (as mentioned in this PR: #8908) |
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Concur with Zitchas on this. Ping me on discord if you'd like some help with the implementation |
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Looks like Github doesn't notify when discussions are mentioned so if you're here, this will likely be relevant. |
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As it stands the plugin system in-game is quite rudimentary. Without using any external tools the options for plugins are limited to installing a plugin manually by adding it into the plugins folder, and enabling and disabling plugins from the main menu.
I intend to update this system by giving more options to the plugin authors, and providing more feedback and safety to the players.
Below are a rough collection of my ideas surrounding a rework of how the plugin system works in-game, I would greatly appreciate feedback on what people like and dislike, what should be changed or added, etc.
These dependency changes would be split across 4-5 PRs, one for each dependency type along with potentially a first/final PR to add the fields to the plugin metadata file.
Far future updates.
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