Making all mods

nase1
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Making all mods

Post 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
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Guil
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Re: Making all mods

Post 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?
Decriptus
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Re: Making all mods

Post by Decriptus »

They can't test every mod to see if it conflicts with other mods....there are thousands
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Hoffa82
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Re: Making all mods

Post 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.
Last edited by Hoffa82 on Fri Apr 26, 2024 10:10 pm, edited 5 times in total.
Drmattymd
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Re: Making all mods

Post 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.
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blue_painted
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Re: Making all mods

Post 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!
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Noraf
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Re: Making all mods

Post 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.
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DMZ Commander
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Re: Making all mods

Post by DMZ Commander »

Lol we're doing this again huh
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UncleRico
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Re: Making all mods

Post 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
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blue_painted
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Re: Making all mods

Post 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
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Noraf
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Re: Making all mods

Post by Noraf »

🤣
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eric21
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Re: Making all mods

Post by eric21 »

There's mods that actually can't work with other mods, do you know how mods are made?
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Hoffa82
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Re: Making all mods

Post 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
herrman
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Re: Making all mods

Post 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...
Guy, if you're gonna ask for help remember that we're not beside you in front of your screen. So, please, help us helping you by giving us some details such as log.txt, hardware details...

And remember, this is a forum. It is different from Twitter. Here you can, no, you MUST use more than 150 digits to explain your thoughts

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nase1
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Re: Making all mods

Post 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!!!!!!
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