Toward Event Modding

Finally I can declare the 'Layers' feature to be done for 0.3.3. There are still many things that can be done to add functionality to layers but these will come over time as part of improvements in other areas. I also took time to prepare a Patreon exclusive build for contributors at the Shepherd level and above, and also made a video to quickly showcase the progress so far in 0.3.3 (seen above). I had some trouble integrating the biome and layer mod functionality into the master branch in Git thanks to me forgetting to modularize the Unity3D scenes but that has been taken care of.

In any case, it is time to move on to event modding. This is probably a step that is going to take a quite a bit of work. First I want to 'translate' some of the most basic events into mods, which would include mostly discovery events. Then I want to use them as a base to add a couple more events through mods (to be added to either the 'Base' mode or the 'Weird Biomes' mod). Some events will remain unmodable. For example, cell group update and migration events will stay hardcoded due to their essential nature to the simulation. Though I might allow later for some of their properties to be modified through other type of mods. I also plan to leave decision events untouched as these are much more complex and my plan is to handle them while working on the later task of decision mods.

I'll probably also touch other parts of the simulation while working on this task that are not strictly related to events. For example, I want to add a couple more cell group activities like fishing. The reasoning being that I want to have some more material to tie to events. Yet I have no idea if it will be a worthwhile effort so I might decide not to do it.

All in all, I think I might take a month and a half to work to complete event modding. Probably more, but hopefully less. Next week I expect to have at least a basic example of what an event mod would be like to show here.