Treat loaded resource packs separately from each other
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> ## Describe the project you are working on I want Godot to have better modding support. ## Describe the problem or limitation you are having in your project While it is possible for additional resource packs to be loaded in via `ProjectSettings.load_resource_pack()`, the current system does not allow unloading of resource packs, meaning that there is no way to unload mods beyond restarting the game (which can be a pain for large-scale games with lots of resources). Additionally, while the current system offers a `replace_files` parameter so we may choose if a mod can "overwrite" the game's files, this actually causes a much bigger problem. Namely, if the game and a mod contain a file at the same file path (let's say, `res://enemies/list.txt`), only one or the other can be accessed (and this problem only gets worse the more mods we add). ## Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose that we create a system where loaded resource packs are treated separately from each other. By doing so, we will be able to solve certain issues with moddability, such as: * Being able to unload resource packs during gameplay * Allowing the game (and loaded mods) to choose whether its files can be overridden by mods -- potentially on a case-by-case basis * Disabling or distrusting indi
Posted by LikeLakers2 on May 5, 2021, 9:48 AM
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some bike vendor told me that the biggest problem with regular to ebike conversion was that regular bike frames were not strong enough to...
I think of this as the kiosk economy.
What a goofy comment.
There's lots of evidence for positive influences of Caffeine on the body (some negative as well), especially the brain.
Compose support in WSLc
[RFC] Roadmap to v2.0
[Feature]: Add TurboQuant Support for KV Cache Quantization
Support for AGENTS.md and .agents/skills/, the community has been asking since August 2025
Treat loaded resource packs separately from each other
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> ## Describe the project you are working on I want Godot to have better modding support. ## Describe the problem or limitation you are having in your project While it is possible for additional resource packs to be loaded in via `ProjectSettings.load_resource_pack()`, the current system does not allow unloading of resource packs, meaning that there is no way to unload mods beyond restarting the game (which can be a pain for large-scale games with lots of resources). Additionally, while the current system offers a `replace_files` parameter so we may choose if a mod can "overwrite" the game's files, this actually causes a much bigger problem. Namely, if the game and a mod contain a file at the same file path (let's say, `res://enemies/list.txt`), only one or the other can be accessed (and this problem only gets worse the more mods we add). ## Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose that we create a system where loaded resource packs are treated separately from each other. By doing so, we will be able to solve certain issues with moddability, such as: * Being able to unload resource packs during gameplay * Allowing the game (and loaded mods) to choose whether its files can be overridden by mods -- potentially on a case-by-case basis * Disabling or distrusting indi
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