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docs(migrate): in_repo_mods
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scarf005 committed Sep 10, 2023
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# Getting Mods Into The Repository
---
title: In-Repo Mods
sidebar:
badge:
text: Outdated
variant: caution
---

Cataclysm: Dark Days Ahead is not only moddable, but ships with a number of mods available for users
to select from even without having to obtain mods from a third party source.
:::caution

Outdated (hasn't changed since forking), these are not the current guidelines and are subject to
change.

:::

BN is not only moddable, but ships with a number of mods available for users to select from even
without having to obtain mods from a third party source.

## Why have in-repo mods?

The benefits of having mods in the repository include:

- Visibility to a large number of users and potential contributors
- The ability to use the CleverRaven issue tracker to report problems, as well as manage pull
requests for adding to or fixing mods in the repository
- Mods in the CleverRaven repository that demonstrate usage of a game feature which exists only for
mods (i.e. not used by the core DDA game itself) help ensure that feature stays present in the
game.
- The ability to use the BN issue tracker to report problems, as well as manage pull requests for
adding to or fixing mods in the repository
- Mods in the BN repository that demonstrate usage of a game feature which exists only for mods
(i.e. not used by the core DDA game itself) help ensure that feature stays present in the game.

There are however things that might be expected but are not guaranteed:

Expand All @@ -25,12 +37,12 @@ There are however things that might be expected but are not guaranteed:
While the developers might defer to an active curator of a mod, if they become inactive anyone
else can step forward.

## What kind of mods can be in the CleverRaven repository?
## What kind of mods can be in the BN repository?

There are three primary categories of mods:

- Content mods, which provide some kind of distinct experience from the core Dark Days Ahead game.
This could be a change to lore, a change to a specific part of gameplay.
- Content mods, which provide some kind of distinct experience from the core BN game. This could be
a change to lore, a change to a specific part of gameplay.
- User Experience (UX) mods, which alter the look and feel of the game interface itself.
- Development mods, which aren't "mods" in the typical sense but are instead there to ease the
transition between "incomplete feature" and "complete feature", when a feature in the core game is
Expand All @@ -39,10 +51,10 @@ There are three primary categories of mods:

## What is necessary for a mod to be included in the repository?

The most crucial criteria for a mod to be in the CleverRaven repository is that it has someone
acting as a curator. This ensures that there is someone who is keeping an eye out for possible
problems with the mod, and helping steer its development so that it continues to develop in
accordance with its design purpose.
The most crucial criteria for a mod to be in the BN repository is that it has someone acting as a
curator. This ensures that there is someone who is keeping an eye out for possible problems with the
mod, and helping steer its development so that it continues to develop in accordance with its design
purpose.

Furthermore, there are additional criteria:

Expand Down Expand Up @@ -95,4 +107,4 @@ If the mod otherwise meets inclusion criteria but lacks a curator (ie. has been
it's as simple as having someone else step forward as the new curator.

Otherwise, it needs to either be made to meet the criteria, or it simply isn't going to be staying
in the CleverRaven repository.
in the BN repository.

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