>I feel like modding should be streamlined, in a fashion perhaps similar to
it is not that easy to make I.V.A.N. "trully moddable". the codebase is... messy, and alot of game logic is hardcoded, with alot of "gum solutions", as original devs called it. in my fork, i separated monolithic .dat files to "one .dat file per entity", though, and did the same for C++ code for objects (that's why i like my fork more — it is more maintaineable, and way easier to extend: you can see how fast i ported full new quest, and new Attnam into it). initially, i wrote some tools to split monolithic sources and dats into separate files, and now it "just works".
), but then the work is stalled for various reasons. tbh, script interpreter is a small part of the work; the biggest part is exposing game internals to a scripting language.
what i mean is that adding "real mods" will require alot of work, and almost complete reworking of the codebase. considering the small number of developers, it doesn't look like a doable task right now. it is better to continue with what we have now, and add new features with C++ code.
player can also dump cans with non-liquid contents. so you can take a can of banana flesh, dump bananas on the floor, and fill the can with a liquid from bottle. there is "make it possible to fill cans with lumps of flesh" bullet in my TODO list (butchery!
, but it is not implemented yet.
>It would also have other applications, like emptying acid on a wall or object without needing to break the bottle.
yeah, that is already working, thanks to game liquid mechanics.