I've made my own post here: https://itch.io/t/5444554/conditional-collections#post-14588504 about what you're talking about! I have a working implementation but it's not a scene injection mod. If anyone has the time or inclination to compile them into a working .mod.tscn file, that'd be super cool. I might be taking a crack at it if I have the time but I'm not super well versed in Godot and don't really have a reason to (since my version works).
CustomItch
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It definitely took some getting used to! By the time I finished I couldn't be bothered by getting the files and scripts all condensed in one .tscn so that it can be injected as a mod. And honestly,I'm not quite sure how to go about modifying the config file (especially since it needs a load() method called and a modification on an array that's been declared as a const. If you or anyone else wants to take a crack at it, you can download the files from a zip here: hotscreen_conditional_collection_files.zip. Just be sure to keep me updated on any further development and maybe throw some credit my way if it's integrated.
Edit - My code was a bit scuffed. I hadn't set it up to save anything. Fixed and reuploaded now to save the child collections, state of each selector element and the logic tree.
Heyo, I got an idea for a new collection type and didn't have too much better to do. So, I implemented it and it works pretty good! The idea was to apply Boolean expressions to detection types. Basically, its a multicollection that checks what the current detections are, what selections the user has made (body parts and boolean operators) and evaluates them for a truthy value. If the expression is true, and it's parent collection is enabled, enable all of the conditional collection's child collections. All in all, it's 6 files (3 tscn and 3 .gd) and a minor edit in config_reader.gd to add the new collection type to the LIST_BUILTIN_COLLECTIONS. I've uploaded the affected files to google drive. So, reach out if you're interested. I by no means think my implementation is perfect, I've never worked in Godot before this. But, I think it works pretty darn well.
And just in case anyone is planning on asking, no. I will not be sharing the .exe.
