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We have been developing out a module system. See the /modules/ folder |
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While working on Use accessors for mob/player stats and reflecting on the related discussions, we should take a step back and consider how we want to support customization for creators building on top of the MUD engine.
How do you think we should support importing custom worlds and extensions without requiring direct modifications to the core codebase? Are there approaches you've seen work well (or poorly) in other engines for things like custom game data, rulesets, or modular logic?
One model that comes to mind is Ranvier's bundle system, where developers can create self-contained modules that define areas, commands, behaviors, and more without touching the core engine. This allows for a clean separation between engine and game content, making it easier to manage and share customizations.
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