Modding support is high priority for GLSMAC, for now many things are in C++ to speedup development but I'll add more and more higher level game logic to .gls.js scripts (in GLSMAC_data). Later I'll move more things from C++ to scripts (for example terrain types, map generation) and those scripts can be modified easily (won't require game recompilation because it loads them in runtime), later mods can also be packaged into single files (with manifests and versioning) and in multiplayer distributed between host and players automatically (so host can just make lobby with his mod and everyone who connects will get it and they can just play, then those players will be able to host their games with this mod, etc. Each mod will be stored separately from others, also newer versions separately from older, so no compatibility issues).