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Supporting moddability in games made with bevy_fluent  #8

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@TheLeonsver1

So my game's structure might be something like this:

assets
    mods
        [mod_name]
            data
                events
            localization
            scripts
        [mod_name]
            data
                events
            localization
            scripts

And since it might be hard to use std::fs to scan folders on some platforms, I'd very much like it, if FluentServer could get a load_folder() function that would receive a language identifier (for example en-US) and when I'll give it the path mods it will load all localization files that are inside my mods folder and are related to the en-US localization, something like bevy's AssetServer with its recursive load_folder().

I think it would require bevy_fluent's .ron files to have an extension other than .ron. It might not be needed in a bevy 0.5 version if it'll happen, but it would be better in a 0.6 version probably because of this bevyengine/bevy#2292 I think

What would your thoughts about such a feature be?

Thanks again for the crate!

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