Created maps with lots of additional mods
Re: Created maps with lots of additional mods
@ MrMarcel5
My opinion is in general for all maps that have a lot of required mods. I agree with you that there are some great maps out there. The problem is the mess in the Mod folder.
My opinion is in general for all maps that have a lot of required mods. I agree with you that there are some great maps out there. The problem is the mess in the Mod folder.
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Re: Created maps with lots of additional mods
I'm generally in favour of mods being outside the map -- the single instance it makes it much easier to update the mods, makes them available for others and only uses one mod's worth of disc space.
I think a solution to the mod folder mess is to make the mod selection screen more useful -- it can be a real pain to find and enable a mod -- so it needs to:
a) Be searchable,
b) Be categorised, with the same categories the mod download and shop,
c) Flag which mods are required by the map
While mentioning mod categories - these need to be consistent everywhere they are used and should be assigned automatically and not by the mod-maker.
I think a solution to the mod folder mess is to make the mod selection screen more useful -- it can be a real pain to find and enable a mod -- so it needs to:
a) Be searchable,
b) Be categorised, with the same categories the mod download and shop,
c) Flag which mods are required by the map
While mentioning mod categories - these need to be consistent everywhere they are used and should be assigned automatically and not by the mod-maker.
Playing new "Beest" Intel i7-11700F with GeForce GTX 3060 and XBOX controller
also £600 laptop - AMD Ryzen 5600H with GeForce GTX 3050 XBOX controller
Dairydeere's A Guide to Finding Farming Simulator Mods - Please give this a read and help spread awareness for respectful mod downloads
also £600 laptop - AMD Ryzen 5600H with GeForce GTX 3050 XBOX controller
Dairydeere's A Guide to Finding Farming Simulator Mods - Please give this a read and help spread awareness for respectful mod downloads
Re: Created maps with lots of additional mods
I hear Alma, Missouri map is getting a final big update this, or next week, and that map is near that limit.MrMarcel5 wrote: ↑Mon Jul 29, 2024 7:21 pm But for this one example of the map that is referenced here, the map would have not been able to released if the modder would have included all those buildings in the map itself as the map is already at 1GB by itself which is the limit currently for modhub mods.
Greetings, from Central Texas!
Waiting for an Alma update. Playing Fernbus Simulator for now. PS5
Map/Playtime:
Alma, Missouri: 152 Hours (Will be restarting soon.)
Griffin, Indiana 22: 103 Hours
Ohio Richlands: 87 Hours
Edgewater, SK: 79 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 43 Hours
Waiting for an Alma update. Playing Fernbus Simulator for now. PS5
Map/Playtime:
Alma, Missouri: 152 Hours (Will be restarting soon.)
Griffin, Indiana 22: 103 Hours
Ohio Richlands: 87 Hours
Edgewater, SK: 79 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 43 Hours
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Re: Created maps with lots of additional mods
I don't see the issue with this on pc as a new mods folder is just a right click away. I understand on a console though where you don't get to create and move folders. Some sort of tagging a map or mods dependencies could be the solution.
Someone also mentioned asking for someones permission could be difficult because of so many different ways to contact people. I have critisised this before and it's extremely irritating that if you need support you have to find out if the modder is on fb, itch, lsm, fbm or where ever they feel like being. There should be a REQUIREMENT for mods that are released on the official modhub to be supported in the official forums, it should be done like they did on FS-UK where each mod had a link to an automatically created support topic, it worked on FS-UK and AEM, so it can definitelly work other places to.
Someone also mentioned asking for someones permission could be difficult because of so many different ways to contact people. I have critisised this before and it's extremely irritating that if you need support you have to find out if the modder is on fb, itch, lsm, fbm or where ever they feel like being. There should be a REQUIREMENT for mods that are released on the official modhub to be supported in the official forums, it should be done like they did on FS-UK where each mod had a link to an automatically created support topic, it worked on FS-UK and AEM, so it can definitelly work other places to.
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Re: Created maps with lots of additional mods
A favorites list would be a good start. Honestly there are a lot of solutions, and some good ones in this thread already.
For a game that's replayability is solely based on mods. Yes, Giants absolutely needs to add in more tools on consoles pertaining to the modhub in game. Just need some "initiative" .
For a game that's replayability is solely based on mods. Yes, Giants absolutely needs to add in more tools on consoles pertaining to the modhub in game. Just need some "initiative" .
Re: Created maps with lots of additional mods
I'd say the real issue here, isn't the mod dependencies, but the lack of options for managing having many mods..
For instance, what if you could sort mods into your own directories, so you could put map A, and the 10 mods you wanted to use together with map A in the same folder, and in the mod selection screen you saw the folder rather than all the individual mods and could enable or disable them as a group.
It would also help if the game had some management tools to show you what mods are used in what savegames, and point out mods you have that are not used in any of your savegames anymore. Lots of the mods in my mod folder are mods I no longer use, but I wanted to test out, but found that I didn't get it to work, or that I didn't enjoy using it.
It would also be nice for someone that isn't a mod developer to be able to create bundles others could reuse. For instance, I tried running a game where I started at a given year and only allowed myself to buy stuff available at the time and let time progress. If someone could be able to create a mod bundle, called "70s gear" for instance, and I could choose to fetch all the mods in the bundle (through modhub), rather than having to find, install and configure them into my game individually, it would be much easier for people to share game environments with a given set of mods working together.
That's just a few examples. If it should be practical to work with lots of mods, it would be nice to have some improved management options.
For instance, what if you could sort mods into your own directories, so you could put map A, and the 10 mods you wanted to use together with map A in the same folder, and in the mod selection screen you saw the folder rather than all the individual mods and could enable or disable them as a group.
It would also help if the game had some management tools to show you what mods are used in what savegames, and point out mods you have that are not used in any of your savegames anymore. Lots of the mods in my mod folder are mods I no longer use, but I wanted to test out, but found that I didn't get it to work, or that I didn't enjoy using it.
It would also be nice for someone that isn't a mod developer to be able to create bundles others could reuse. For instance, I tried running a game where I started at a given year and only allowed myself to buy stuff available at the time and let time progress. If someone could be able to create a mod bundle, called "70s gear" for instance, and I could choose to fetch all the mods in the bundle (through modhub), rather than having to find, install and configure them into my game individually, it would be much easier for people to share game environments with a given set of mods working together.
That's just a few examples. If it should be practical to work with lots of mods, it would be nice to have some improved management options.
Re: Created maps with lots of additional mods
What “nerfs” me about so many additional mods is that when I no longer want to play the map, I have to check my mod folder to “fish out” all the mods that are only necessary for the map. I would wish for the 25er that the map and the necessary mods are put in another folder similar to the pdlc folder so that you could simply delete the folder when changing maps and the search for unneeded mods would be limited.
Translated with DeepL.com (free version)
Was mich an so vielen zusätzlichen Mods "nerft" ist das wenn ich die Karte nicht mehr spielen möchte mein Modordner überprüfen muss um alle nur für die Map nötigen wieder "rausfische". Ich würde mir für den 25er wünschen das die Map und die dafür notwendigen Mods in einen anderen Ordner sozusagen Map Ordner kommen ähnlich dem pdlc-Ordner somit könnte man bei Mapwechsel einfach den Ordner löschen und die suche nach nicht benötigten Mods würde sich eingrenzen.
Translated with DeepL.com (free version)
Was mich an so vielen zusätzlichen Mods "nerft" ist das wenn ich die Karte nicht mehr spielen möchte mein Modordner überprüfen muss um alle nur für die Map nötigen wieder "rausfische". Ich würde mir für den 25er wünschen das die Map und die dafür notwendigen Mods in einen anderen Ordner sozusagen Map Ordner kommen ähnlich dem pdlc-Ordner somit könnte man bei Mapwechsel einfach den Ordner löschen und die suche nach nicht benötigten Mods würde sich eingrenzen.
Map: Irgendwo in Thüringen 3, Rennebu
System: PS4 Pro / i7-10700, GeForce RTX 3070
Bilder hochladen: https://image.giants-software.com/index.php
Log erstellen: viewtopic.php?f=827&t=88665
System: PS4 Pro / i7-10700, GeForce RTX 3070
Bilder hochladen: https://image.giants-software.com/index.php
Log erstellen: viewtopic.php?f=827&t=88665
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Re: Created maps with lots of additional mods
The worst part is selecting mods when starting a map and not even being able to search that list.humbe wrote: ↑Wed Jul 31, 2024 6:25 pm I'd say the real issue here, isn't the mod dependencies, but the lack of options for managing having many mods..
For instance, what if you could sort mods into your own directories, so you could put map A, and the 10 mods you wanted to use together with map A in the same folder, and in the mod selection screen you saw the folder rather than all the individual mods and could enable or disable them as a group.
It would also help if the game had some management tools to show you what mods are used in what savegames, and point out mods you have that are not used in any of your savegames anymore. Lots of the mods in my mod folder are mods I no longer use, but I wanted to test out, but found that I didn't get it to work, or that I didn't enjoy using it.
It would also be nice for someone that isn't a mod developer to be able to create bundles others could reuse. For instance, I tried running a game where I started at a given year and only allowed myself to buy stuff available at the time and let time progress. If someone could be able to create a mod bundle, called "70s gear" for instance, and I could choose to fetch all the mods in the bundle (through modhub), rather than having to find, install and configure them into my game individually, it would be much easier for people to share game environments with a given set of mods working together.
That's just a few examples. If it should be practical to work with lots of mods, it would be nice to have some improved management options.
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Re: Created maps with lots of additional mods
This screen NEEDS a download missing mods button. It's the least that Giants could do.
Because if you ever played the game then you know you had to write them down. Download the 4 or 5 it would list. Restart the entire game. Get another prompt... write down the 4 or 5 and just repeat after repeat.
Because if you ever played the game then you know you had to write them down. Download the 4 or 5 it would list. Restart the entire game. Get another prompt... write down the 4 or 5 and just repeat after repeat.
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Re: Created maps with lots of additional mods
@Superfly1842 Well...no, if you click yes to continue it will go to automatic download of the needed mods.
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Re: Created maps with lots of additional mods
No, it does not. It continues to mod selection screen for you to load the map without them. I even posted a screenshot of the prompt window. Read it.Totenfarmer wrote: ↑Fri Aug 02, 2024 3:48 pm @Superfly1842 Well...no, if you click yes to continue it will go to automatic download of the needed mods.
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Re: Created maps with lots of additional mods
Ah, now I see, I thought it was the initial start of a savegame.Superfly1842 wrote: ↑Fri Aug 02, 2024 4:52 pmNo, it does not. It continues to mod selection screen for you to load the map without them. I even posted a screenshot of the prompt window. Read it.Totenfarmer wrote: ↑Fri Aug 02, 2024 3:48 pm @Superfly1842 Well...no, if you click yes to continue it will go to automatic download of the needed mods.
Yeah they could have a prompt there to, at least for what is placed on the map, would be easier for you console players.
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Re: Created maps with lots of additional mods
Easier for both console and PC. Even being on PC the method of going into the savegame folder to pull the careersavegame xml and find the list of mods and using a 3rd party program is not ideal. There should a solution to this in house. But whatever they do I would imagine would be cross platform. I imagine this is the same on consoles at least. Maybe they do get a download mods button. Not sure.Totenfarmer wrote: ↑Fri Aug 02, 2024 5:39 pmAh, now I see, I thought it was the initial start of a savegame.Superfly1842 wrote: ↑Fri Aug 02, 2024 4:52 pmNo, it does not. It continues to mod selection screen for you to load the map without them. I even posted a screenshot of the prompt window. Read it.Totenfarmer wrote: ↑Fri Aug 02, 2024 3:48 pm @Superfly1842 Well...no, if you click yes to continue it will go to automatic download of the needed mods.
Yeah they could have a prompt there to, at least for what is placed on the map, would be easier for you console players.