The most important rule if someone use Blender to create game assets.
Stranded III Dev. Blog - Comments
DC: Have you planned yet how the player library is going to work? I have a small and easy-to-do suggestion which could be useful to make different Lua scripts compatible.
Starkkz: I'm not sure what you're talking about. There won't be different scripts at runtime. All scripts are synchronized when joining a server. Other than that it's just standard network synchronization like in every game which is going on in the background. Lua variables are not synchronized unless you tell the game to do so.
DC: I meant scripts made by the community. I'll give you an example of what I'm trying to say. In Garry's Mod, the developer created some functions that work with the players and the game objects, normal Lua scripts can overwrite them.
DC: I know that you don't like using dynamic libraries but I'd like to point out some stuff before you go further on the development of your game.
If you use moonsharp the people will barely be able to run external modules because most of them were intended for the original Lua 5.1 or higher versions.
Using a dynamic library will let you choose a different version of Lua depending on what you want to do (Lua 5.1/Lua 5.2/Lua 5.3/LuaJIT). Plus it will be easy to change to newer engines since you just need to replace the old dynamic library with the new one.
UniLua supported a standard FFI library (which is why I never complained about it). But MoonSharp has no FFI library from what I know and this won't help you to replace the libraries you won't be able to run.
MoonSharp has a Lua documentation that is WIP. I couldn't find anything on their site. There's nothing very official that details every little change.
Starkkz has written
Starkkz: An unfinished documentation vs no real documentation at all...
I have other priorities and for me MoonSharp is the best choice because it's very convenient to use and it offers everything which is needed.
GeoB99: It's a clear "maybe". I didn't even think about it or evaluate it yet because it's too irrelevant at the current stage of development. I bet that there are prepared solutions for Unity though so chances aren't that bad.
DC, I'll remind you of this.
Starkkz, but client-side mods are a greater thing than all ffi combined. Best example: Minecraft mods ("Sweet irony") going as far as patching the byte code. You're not responsible for what mods do. The users install them on their own (Minecraft, Arma, Skyrim). A faulty mod is a typical user's least problem when he already has at least 3 internet and PC optimizers installed.
VADemon: I'm not certainly talking about their mods, I'm talking about the other things you'd be able to do if you had the traditional Lua libraries.
VADemon: I know how important modding is. That's why I have it in all my major games. There is not a single reason to remind me of anything related to this.
Mami Tomoe: I'm using Unity which is currently on DX 11 and it will be updated to DX 12 (http://blogs.unity3d.com/2015/01/22/staying-ahead-with-directx-12/.) So yes, you will be able to run Stranded III with DX 12.