If you want extended mod support, you kinda need it though. Stuff like Minecraft and Rimworld come to mind.
Rimworld has very good official mod support that lets you do quite a lot with completely safe XML configuration files. But as soon as you want to deviate a bit from what the vanilla game allows, you’d have to code that and embed it as a DLL in your mod.
Almost all gameplay or UI mods are DLL mods or depend on one. Quick survey : I have about 250 DLLs from my active mod list.
I literally have a Rimworld mod that calls an external python script as a feature.
It’s a special case, of course said script is not part of the mod package, it has to be installed manually. What it does is allowing generating portraits for characters externally.
I even rewrote the script to use local generation, but the one provided as an example calls an online API.
If you want extended mod support, you kinda need it though. Stuff like Minecraft and Rimworld come to mind.
Rimworld has very good official mod support that lets you do quite a lot with completely safe XML configuration files. But as soon as you want to deviate a bit from what the vanilla game allows, you’d have to code that and embed it as a DLL in your mod.
Almost all gameplay or UI mods are DLL mods or depend on one. Quick survey : I have about 250 DLLs from my active mod list.
I know, and I hate it. I think the only way to fix this would be to support some limited scripting language, but that also sucks for other reasons.
Open source would also help with trust.
I literally have a Rimworld mod that calls an external python script as a feature.
It’s a special case, of course said script is not part of the mod package, it has to be installed manually. What it does is allowing generating portraits for characters externally.
I even rewrote the script to use local generation, but the one provided as an example calls an online API.