The important questions were the 2 before my opinion: what gameplay benefit does it have? how does it make player's experience better?
If I followed correctly, this is about issue #2.The point I was trying to make is that it is arguably of equal game play benefit and provides the same quality to the player's experience as things already in the game.
You can already be forced to sell Snakemen, Chryssalids and Celatids at a loss by making costSell a negative value.
Without requiresSell or something like an immediate itemTriggers, there's nothing to explain why the initial sell cost is negative.
For this specific example: you are better off writing an ufopaedia article on why some stuff cost money to sell instead of hoping a (new) game mechanic does that job in a satisfactory way.
That would naturally be done since I believe every change I have made is reflected in UFOpedia. Most importantly, except for "items-known-about-before-alien-contact", you have a chance to read about the change before interacting with said items.
The only instance, afaik, where this is not the case would be if I set a negative sell price and you interact with the item before seeing the UFOpedia entry. It would not be amiss for someone unfamiliar with what's happen to incorrectly assume it's a bug.
Hence one reason for the original issue.
The important questions are again the first two: what gameplay benefit does it have? how does it make player's experience better?
The important question for me (concerning the example) would be what either facilities do by themselves. If the only purpose of the life support system is to enable you to use alien containment than the facilities serves no actual purpose, because all it accomplishes is to clutter up the base. If that's the idea just make a 4x4 alien containment center which accomplishes the same thing.
If I followed correctly, this is about issue #3.Again, the point I was trying to make is that it is arguably of equal game play benefit and provides the same quality to the player's experience as things already in the game.
You can already force a facility to require another facility through the use of provideBaseFunc and requiresBaseFunc (this can already result in facilities that serve no purpose except to clutter up the base).
Any reason as to why something like that would be done is probably also a reason as to why those facilities might logically be adjacent to each other.
As mentioned in a follow up explanation, requiring building adjacency also complicates base design to reduces the likelihood of trivializing base defense missions.
Note, this is a customizable value, it's up to the modders to implement and users to enjoy. As with all other customizable values, some will and some won't.The same holds true for the storage/warehouse example. Why should I build both if the outcome is downright detrimental and just serves to clutter up the base?
Can you give any actual useful examples that demonstrate why this is needed?
For the record, this is about issue #4.If whether or not a customizable value could result in something detrimental is the basis on whether or not said customizable value is useful or needed then quite a few of them need to be removed.
I'm also not sure why I need to defend why something should be moddable. A big reason why mods exist is because the modder probably has a different implementation in mind and that's one of the only things that should matter (besides any developers exposing the functionality).
That said, it probably wasn't the best example (despite being a valid example). However, if you are biased, you probably won't accept any example I give.
For instance, you could require all existing facilities have access to a Power Plant. If a General Store doesn't have access then it provides 0 storage. Likewise, Alien Containment would contain 0 aliens. And, so on. Implementing it this way allows facilities to run at "full", "half", "low" or no "power".
Could you soft-lock this way? Probably not as live aliens already die without containment. If you lack storage space you are already forced to sell/transfer the items. If you also lack living/work space then similar screens could pop up. Not really where I was trying to go though.
If your first thought is, "but, why do I need a Power Plant to begin with?" then I have nothing further to say on this issue.