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Assembling a Mod Pack


SilkyZ

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So I am going to assemble a ModPack of some of the most useful/popular mods. While it's mainly going to be based on my bias, I am asking for the communities help in picking some of the best mods out there.

So here is my list of most definitely going in the pack:

1 Kerbal Attachment System

2 ISA MapSat

3 Vanguard Technologies EVA Parachutes

4 B9 Aerospace Pack

5 Firespitter

6 Airships to Other Planets

7

8

9

10

I was thinking of adding four (4) more mods, and thats where I need help picking them out. Post your suggestions below please!

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It's better to ask for permission first, rather than expect lenience for taking the liberty.

If you don't, expect some well-justified flaming by the community. The only people who will look favorably upon this are those who aren't bright enough to install their choice of mods on their own.

Also, expect that you will be the one who will be obligated to answer support questions for "your" pack. If you aren't sure how or if mods you're including might conflict, ask yourself if you're prepared for the responsibility.

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I never understood why people would bother with a mod pack, seen tons of these for Minecraft and always wondered why. If any part of it changes you have to download the pack again, license resolution is a pain, it's pretty much only a snapshot of how one person plays, and in the end it just feels like someone trying to ride the coat-tails of a bunch of different mod authors, regardless of their actual intentions. The funny thing is that if you get a mod pack and you intend to maintain it yourself, you might as well have just downloaded all the pieces individually in the first place.

Instead of building a mod pack, one of the better things you could do for the community is to provide a categorized list of mods that link to their respective release posts. Now that would be useful.

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To be honest, I'd urge you not to make a mod pack. Its very easy to maintain mod installations in KSP, so much of the convenience of the packs you see from Minecraft is lost (especially since in game you might get a bunch of new windows at once if you install more than one plugin, and it would actually be harder to learn than if you installed and learned them one by one.)

You can maintain a thread with links to a bunch of mods you think work well together and let people pick them up that way That also solves the licensing concern as well as the hassle of having to maintain a large download and update it when each member mod is release (and you WOULD need to keep it updated, or your pack is being harmful)

Also, I am just not sure there is much demand for these. Lots have tried before.

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There's really no point to mod packs for KSP unless you are a popular youtuber/streamer. Unlike minecraft mods can only conflict with eachother in code, and that's not something you can fix or as a modpack should fix. There are not unique conflictable IDs, except for PART{name} which is a text string. The only thing a mod pack does is reduce the number of downloads which is pretty insignificant, and reduce overall stability because users will wait for you to put the updated version of a mod in your pack.

If you have a fanbase that would like to play the same set as you or disseminated crafts/persistance it makes a little sense, but other modpacks serve no purpose in KSP.

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The most useful thing I'd think someone could do if they wanted to do a Let's Play is to do what Direwolf20 does for Minecraft: Make a post with links to the mods you're using, and an annotated video that shows how to install them properly. But honestly, installing a KSP mod is even easier than installing a Minecraft mod - you don't have to modify the executable, and seriously - anyone who can't unzip a folder into GameData probably shouldn't be permitted near electrical appliances in the first place.

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