Making all mods
Making all mods
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
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
They can't test every mod to see if it conflicts with other mods....there are thousands
Re: Making all mods
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.
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.
Re: Making all mods
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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Re: Making all mods
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!
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: Making all mods
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?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!
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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Re: Making all mods
Yeah about once a month haha. Twice a month for a bit after Christmas
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Re: Making all mods
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.Noraf wrote: ↑Sat Apr 27, 2024 1:11 amYour 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?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!
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.
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
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: Making all mods
FS22 Bug-tracker
How to post your log
Giants Discord
Posting pictures How-to
Just remember, if the world didn't su.., we'd all fall of...
Re: Making all mods
There's mods that actually can't work with other mods, do you know how mods are made?
Re: Making all mods
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
Just laziness in my opinion not to test this /s
Re: Making all mods
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
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!!!!!!