Having a .zip with all the C programmed files in it might work... Just like how they mod Minecraft. The .zip could contain a default defining things like variables and elements then there would be the element files. Then you put the zip in the mod folder, Powder.exe reads the zip and all the files and runs them with the defining variables.
Not quite hard. 1) Import file. (easy) 2) The variables WILL slow down the game (to allow language packing live) 3) the imports will slow down even more. (mods)
@me4502(View Post) From what I've heard with the "new" function pointers for elements it should make it relatively (at least compared to what it would have taken before this) easy to port the rest of the code over to be strictly a powder-toy engine loading in elements from a dll file.
As for language packs, that may take more effort. AFAIK (Not sure if it's still the case) text font is an internal bitmap which means if you need a character that's not in that bitmap you're out of luck. So you'd need to convert everything to use an external font.
The issue with loadable mods is that they have to be compiled for the platform they run on, this means you're making saves that require mods that not every can (or even want) to download. Not to mention the insecurity of distributing compiles binaries that have had not been reviewed.
Language packs are not so much of an issue, but we're still limited to Latin based alphabets.