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Making all mods

Posted: Fri Apr 26, 2024 9:23 pm
by nase1
This is just my own thoughts on mods. I use nothing but Modhub mods and I am getting tired of having to go through all the mods I use to find the one that is crashing my game and delitting my good game that I have been working on for a long time. I like the game and Like playing it on the PC and Console PS4. But what is so frustrating that when I hear the mods have been tested and when I download a new mod or mods and it crashes my game and have to start all over because the mods have not been tested right. I know I am not the only one that feels this way If you want to make a new game like FS25 then you need to fix the one we have and fix all the mods to work together FIX THE GAME WE HAVE BEFORE YOU MAKE A NEW ONE OR WHEN YOU MAKE A NEW ONE MAKE SURE EVERYTHING WORKS TOGETHER

Re: Making all mods

Posted: Fri Apr 26, 2024 9:44 pm
by Guil
Do you realise it would be next to impossible to make sure every single mod on modhub works together without issue? When mods are submitted for testing they are tested on their own unless part of a pack and even then I'm not sure what way that is done. Can hardly blame anyone but yourself if you are installing too many mods or mods that conflict with others without checking?

Re: Making all mods

Posted: Fri Apr 26, 2024 9:44 pm
by Decriptus
They can't test every mod to see if it conflicts with other mods....there are thousands

Re: Making all mods

Posted: Fri Apr 26, 2024 9:55 pm
by Hoffa82
I tried to calculate the possible number of combinations of 2 out of 6000+ mods, and my calculator just got up and left... You're welcome to volunteer for the job to test compability, just make sure you're not getting paid only when the job is done

Edit: my calculator came back and said "you're stupid, you're thinking of permutations not combinations", and if the calculator somewhat right there is just below 40 000 000 combinations
So let's say you can load up a save with just two mods at a time every 60 seconds, and that's fast for loading a map, you're looking at approximately 75 years of work... And that's only one platform...

And there can be compability issues with three or more mods also, so yeah, it's not that Giants aren't willing to test compability, it's impossible for the mto do it.

Re: Making all mods

Posted: Fri Apr 26, 2024 9:58 pm
by Drmattymd
Making mods work together is not Giants responsibility. Furthermore it would be virtually impossible for them to test every mod against every other mod. They can only test to make sure the mod works with the game. What you're asking is basically like asking John Deere to make sure that every implement and/or product made by any other company works not only with their tractors but also every other implement and/or product made by every other company. It simply doesn't work like that.

Re: Making all mods

Posted: Sat Apr 27, 2024 12:04 am
by blue_painted
On a rough calculation there are 1580-ish mods in FS22 - since ordering is not important, this would be combinations not permutations but, my sketchy knowledge of maths, says the number of combinanations is 1580! - that is 1580 factorial or 3.0812845444129022741093791638305e+4382 ... which is a very big number!

Re: Making all mods

Posted: Sat Apr 27, 2024 1:11 am
by Noraf
blue_painted wrote: Sat Apr 27, 2024 12:04 am On a rough calculation there are 1580-ish mods in FS22 - since ordering is not important, this would be combinations not permutations but, my sketchy knowledge of maths, says the number of combinanations is 1580! - that is 1580 factorial or 3.0812845444129022741093791638305e+4382 ... which is a very big number!
Your math might be on, but your data is off by a rather large margin, there are over 6000 mods on the modhub for FS22, care to do the calculations again?

Should be enough to say it's a job that would render mod releases on the modhub to once every couple of years or so, with increasingly longer period between them.

Re: Making all mods

Posted: Sat Apr 27, 2024 3:23 am
by DMZ Commander
Lol we're doing this again huh

Re: Making all mods

Posted: Sat Apr 27, 2024 3:39 am
by UncleRico
DMZ Commander wrote: Sat Apr 27, 2024 3:23 am Lol we're doing this again huh
Yeah about once a month haha. Twice a month for a bit after Christmas

Re: Making all mods

Posted: Sat Apr 27, 2024 8:31 am
by blue_painted
Noraf wrote: Sat Apr 27, 2024 1:11 am
blue_painted wrote: Sat Apr 27, 2024 12:04 am On a rough calculation there are 1580-ish mods in FS22 - since ordering is not important, this would be combinations not permutations but, my sketchy knowledge of maths, says the number of combinanations is 1580! - that is 1580 factorial or 3.0812845444129022741093791638305e+4382 ... which is a very big number!
Your math might be on, but your data is off by a rather large margin, there are over 6000 mods on the modhub for FS22, care to do the calculations again?

Should be enough to say it's a job that would render mod releases on the modhub to once every couple of years or so, with increasingly longer period between them.
I see what you mean, I counted the number of rows on a page and forgot to multiply by the number of mods on a row.

That gives 4 x 6 x 264 = 6336 - 3 = 6333 mods.

I can't give you the result as my calculator overflows trying to give me factorial 6336

Re: Making all mods

Posted: Sat Apr 27, 2024 9:55 am
by Noraf
🤣

Re: Making all mods

Posted: Sat Apr 27, 2024 10:25 am
by eric21
There's mods that actually can't work with other mods, do you know how mods are made?

Re: Making all mods

Posted: Sat Apr 27, 2024 4:36 pm
by Hoffa82
So if Giants would test only groups of two mods together or any combination of any number of mods the number would be somewhere between 40100556 and 6333!
Just laziness in my opinion not to test this /s

Re: Making all mods

Posted: Sat Apr 27, 2024 4:58 pm
by herrman
Testing as it is actually done is a total pile of cr*p. They look at the particle effects and refuse a mod, then you find ten mods with legacy particles. They check indexes then you find tractorS (yeah, errare humanum est, perseverare autem diabolicum) where you attach a power harrow in the back and the PTO attaches to the front crossing the whole tractor. They check scale then you find the Hilken by VertexDezign which is 20% upscaled, they allow REA22 Center Of Gravity and it makes it impossible to turn with the 4-axle Volvo from DLC...

Re: Making all mods

Posted: Sun Apr 28, 2024 5:37 pm
by nase1
I have just the mods from mod hud that Giant's have on their site that they give us that is on their website and if it is on there all mods should work with any mod on there. They have a better computer then I have so they should be able to have all the mods on their computer or computers so they can make sure that all mods they say we can have are compatible with all. That Is Their Job Not Mine!!!!!!