Some "is it possible" questions

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.

  1. 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.

  2. Similar to the previous one but changing the shape of the model instead, or making an entirely new one.

  3. 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.

  4. Similar to the previous but having the small map next to the big one (with a gap between). Both playing at the same time.

  5. 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.

  6. 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?

  7. 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?

1: i presume so, its done that way for hearthling hair.

2: yes. (i do it with random shield paterns)

  1. no clue, sorry. = if possible, way out of starter modder league.

  2. same answer as above.

  3. i presume so. the giant zomie can already move over more then a 1 voxel high gap i think.

6… edit: see max’s answer.

  1. yes. someone is already working on the drawbridge, big gate is easy. (relatively)
    edit: o wait an editor. see max’s answer.
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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.

You can set materials and material parameters dynamically, and you can write a custom shader to use any parameters you pass in. We do that in a bunch of places (waterfalls, thought bubbles, etc.).

Similar to the previous one but changing the shape of the model instead, or making an entirely new one.

Not directly, but you could fake it a number of ways, including animation and building models out of pre-fabricated chunks put together in different ways. I suppose in theory you could also generate .qb files from within the game, write them out, then load them. Super hacky, but could work in theory.

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.

Yes, but this one would need a lot of work. Game speed is an engine-level concept that applies to everything. You would need to implement your own “pause” method, similar to how we added entity suspension for dispatch quests and disconnected players.

Similar to the previous but having the small map next to the big one (with a gap between). Both playing at the same time.

This one is relatively easy. You can generate terrain chunks anytime and teleport entities between them.

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.

In theory possible, but you’d need to manually write their pathfinding code and use a custom action that uses that pathfinder.

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?

Pathfinder, probably not, but you can write custom code that monitors the available height.

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?

Yes. The building system is written in Lua and all its source code is shipped with the game.

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