Back in the dusty higher page numbers of the shipyards (which I never make it down to) I seem to recall there was once a little push going on for a community modpack. Anyone get that rolling? Is there a standard set of 'delicious' or must-have mods for 1.03 around here somewhere. And if not- what? why not?
Oh and by the way, TX2 had better be just about finished, right?
Do we have a community modpack?
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
I don't think there is a modpack...but Xelerus does have "quality approved" mods...?
We would need a big thread, like the MOTM voting, to determine what mods are "must have".
Of course, I vote for ThePrivateer's GodMod and maybe Hell's Trinity..... >.>
We would need a big thread, like the MOTM voting, to determine what mods are "must have".
Of course, I vote for ThePrivateer's GodMod and maybe Hell's Trinity..... >.>
- alterecco
- Fleet Officer
- Posts: 1658
- Joined: Wed Jan 14, 2009 3:08 am
- Location: Previously enslaved by the Iocrym
I brought it up a little while ago... in general the idea is good, it just requires more maintenance. As for what type of mods should go in there i suggest mods that do not change the balance but improves the gameplay, like NoDockNavBeacons, Dock'n'Go, ImprovedOreScreen etc... there are probably many more
Agree to Alterecco.
I would also suggest a star chart
The captains log is very useful, not only to maintain a log of what the player does, but also where what item/wreck/station can be found.
I tend to forget about what I was about to do when I dont play a game for a few days/weeks...
No question about SiaFu's work
but maybe strip out the new weapons (not the sound or icons) and additional ships....
And some mining mod should go in .... once discussion has settled so far and modding is finished.
I would also suggest a star chart

The captains log is very useful, not only to maintain a log of what the player does, but also where what item/wreck/station can be found.
I tend to forget about what I was about to do when I dont play a game for a few days/weeks...
No question about SiaFu's work

And some mining mod should go in .... once discussion has settled so far and modding is finished.
But since its in a pack we can make it compatible with all the other mods in the pack. In theory anyway.Atarlost wrote:Nothing as overwrite heavy as SiaFu's item mod should go in. Stuff like that doesn't play nicely with other mods.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
If the pack is going to be put forward as a set of mods players should use it needs to be as compatible as universally as possible. If it's going to overwrite anything it should be something that is both rarely if not never overwritten and for a good reason.
Item graphics are not a good reason. There are no gameplay benefits at all, just pure eye candy. The icons are never displayed without the name of the item except in the use and enable/disable menus, where the name of the selected item is displayed.
The station icons are another matter, but one of the stations SiaFu overwrites is the tinker, and there are other tinker mods. He also overwrites the corporate dealers, and though there aren't currently mods overwriting them it's conceivable someone would want to do so eg. to increase ammo availability. It is even conceivable that someone trying to tweak the economy would want to overwrite the medical and agricultural stations.
But there is only one ore dockscreen overwrite and there is no reason for there to be another so that can be overwritten in a community modpack without fear of preventing other mods from working.
Item graphics are not a good reason. There are no gameplay benefits at all, just pure eye candy. The icons are never displayed without the name of the item except in the use and enable/disable menus, where the name of the selected item is displayed.
The station icons are another matter, but one of the stations SiaFu overwrites is the tinker, and there are other tinker mods. He also overwrites the corporate dealers, and though there aren't currently mods overwriting them it's conceivable someone would want to do so eg. to increase ammo availability. It is even conceivable that someone trying to tweak the economy would want to overwrite the medical and agricultural stations.
But there is only one ore dockscreen overwrite and there is no reason for there to be another so that can be overwritten in a community modpack without fear of preventing other mods from working.
Hmm. There was also a move for a Ore Over-write mod, which would feature stuff like Prophet's mining stuff, Alterecco's Mining MAGs and my mining charges. That could also be a good one to get out.
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- alterecco
- Fleet Officer
- Posts: 1658
- Joined: Wed Jan 14, 2009 3:08 am
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Yeah, it is the perennial problem... One workaround we tried to incorporate was the addition of three 'special' tags on xelerus. Featured, Quality and Balanced. These tags should set the mod apart from the standard, and imply that it should be considered as particularly well executed. As usual, we the mods are guilty of omission :/