A few questions to probe where the limits are for what’s possible to mod. Most of them are based on big ideas that I’m unlikely to ever attempt, but it can still be useful (and definitely interesting) to know.
-
Is it possible to change the colors of the voxels in a copy/instance of a model from code, either by actually changing the voxel data in a copy or by applying a modifier to an instance, or something like that? Purpose: to generate unique artifacts and creatures by changing the colors of existing models.
-
Similar to the previous one but changing the shape of the model instead, or making an entirely new one.
-
Is it possible to hide the map and pause everything on it and show and play a different, smaller and more static map instead? Purpose: sending a squad on an action-rpg-like mission along a generated but contained path. Workers not allowed so no ladders, mining or cutting down trees to escape the path.
-
Similar to the previous but having the small map next to the big one (with a gap between). Both playing at the same time.
-
Is it possible to make a creature that is more mobile/unlimited than a hearthling? Basically, how flexible is the pathfinder/nav-mesh? Purpose: making a creature that for example can jump 3 voxels up, jump gaps and climb.
-
If someone would mod in mounts, would it be possible to make the pathfinder understand that the hearthling is too tall to ride where it can usually walk and needs to get off?
-
Would it be possible to make an editor for designing things like big city gates and drawbridges (with slabs or sets of smaller models) that can then be animated and affect the nav-mesh?