The Extent of Moddability in Limit Theory
Posted: Thu Dec 04, 2014 3:32 pm
Question
I have been wondering how far mods can go in the Limit Theory engine.
I know that LTSL is extremely moddable, but will we be able to edit more in-depth functionality like AI and proc-gen without utterly breaking everything? I would love to have mods that totally convert LT into something other than a game, such as a visualization of how civilizations in the cosmos act like pathogens, infecting and repurposing star systems into factories for their offspring. Or mods that would break the performance, such as massive, planet-sized asteroids with cave systems, or even cities inside. Also planetary and solar physics. Understand these are mostly not "Gameplay" mods, but mods that use LT for some sort of alternate functionality. Anyway, I've not much experience with modding, so I don't quite know if these sort of things are possible within an engine as complex as LT's, so that's why I'm asking.
I have been wondering how far mods can go in the Limit Theory engine.
I know that LTSL is extremely moddable, but will we be able to edit more in-depth functionality like AI and proc-gen without utterly breaking everything? I would love to have mods that totally convert LT into something other than a game, such as a visualization of how civilizations in the cosmos act like pathogens, infecting and repurposing star systems into factories for their offspring. Or mods that would break the performance, such as massive, planet-sized asteroids with cave systems, or even cities inside. Also planetary and solar physics. Understand these are mostly not "Gameplay" mods, but mods that use LT for some sort of alternate functionality. Anyway, I've not much experience with modding, so I don't quite know if these sort of things are possible within an engine as complex as LT's, so that's why I'm asking.