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[Suggestion] Let us access to classes/methods witch are defined inside mod scripts

Discussion in 'Programming Questions and Suggestions' started by sonix, Jan 15, 2015.

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This last post in this thread was made more than 31 days old.
  1. sonix Trainee Engineer

    Messages:
    31
    The programming block should have access to classes witch are defined inside mod scripts.

    This would open the possibility to easy share code (libraries, helpers methods, static extensions, apis, ...) between worlds and programming blocks.
    The code would be easily update-able by the steam workshop.
    No more copy/pasting/merging the same shared code on every programming block.

    The drawback would be, that the programming block could have access to functions that are currently restricted to the ModAPI, if a class/method inside the mod would provide access to it.
    On the other hand, you can argue, the mod itself could also provide access ModAPI features to the player (eg. by console command or whatever).

    A mod update could break you programming block code, if the author remove/add/change methods signature, but thats the nature of shared code (libraries, apis).

    Also a plus should be, that the dependencies are easy to resolve for the game when compiling the code in the programming block, because the mod can't change while the game is running.

    What you think?
     
    Last edited by a moderator: Jan 15, 2015
  2. Phoera Senior Engineer

    Messages:
    1,713
    this is not first topic about it.

    http://forums.keenswh.com/post/mainframe-variant-of-the-programmable-block-for-shared-functions-7229459?
     
Thread Status:
This last post in this thread was made more than 31 days old.