Right now it is able to add a creature as a Mod, but we are not able to have two creature mods active at the same time because we cannot add to the creature.cfg list seperately
What we want to achive:
1 : multiple creatures should be able to be activated as mods
2 : a mod should be able to contain a lua file that overrides mapscripts; like this we can have :
A - somebody playing the Campaign with additional Salamanders and Goblins coming out of the Portal, with all vanilla ones
B - somebody sets all vanilla creatures in the pool to 0 and is just adding cultists, so a campaign is entirelly "creature-swapped"
Right now it is able to add a creature as a Mod, but we are not able to have two creature mods active at the same time because we cannot add to the creature.cfg list seperately
What we want to achive:
1 : multiple creatures should be able to be activated as mods
2 : a mod should be able to contain a lua file that overrides mapscripts; like this we can have :
A - somebody playing the Campaign with additional Salamanders and Goblins coming out of the Portal, with all vanilla ones
B - somebody sets all vanilla creatures in the pool to 0 and is just adding cultists, so a campaign is entirelly "creature-swapped"