Modular features in SGTech2
Opened this issue · 1 comments
Deleted user commented
Same - it would be nice to have each of your mods functions loadable via a config option - as well as unloadable, so we can remove gates or personal shields individually before the game loads if we use an alternative mod =)
LordFokas commented
The mod has been built in modules. Right now they have dependencies so you can't turn off specific modules, but in a future where dependencies would be dealt with adding the code to shutdown a module completely wouldn't be that hard. It is planned, but with very low priority.