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RimWorld => Mods => Unfinished => Topic started by: Penchekrak on September 26, 2019, 05:55:59 AM

Title: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on September 26, 2019, 05:55:59 AM
Gonna build the most hardcore and realistic mod pack ever been. With vanilla and realism in mind. The pack will be distributed off Steam with config and settings files. Probably, with self installing software for easier setup.

The goal is to build a mod pack with more variety, more choices, more realistic and hardcore mechanics, without clutter and overlapping things.

Core mods:
Simple chains
Combat Extended
Real fog of war
Real ruins
RimCities
RBSE Hardcore

Current mods (subject to change):  https://pastebin.com/AMa4KsZ8

The goal is to not move higher than 100 mods, but who knows. Current mod list is stable as far as I know. No red error incompatibilities between mods, but performance heavy (probably will ever be). The most heavy mods:
Humanoid Alien Races
Combat Extended
Real fog of war
Prison labor

How you can help:
1. Propose new mods in this thread
2. Test mod pack (hope to make first release soon) for balance purposes

P. S. Imagine that you are on a map with fog of war and raid happens. You don't know their count, weapons, faction, strategy... You even don't that raid happen, because there are no notification letter and game slow downs... Well, maybe too hardcore, what do you think? ;)
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Hjkma on September 26, 2019, 06:33:53 AM
To process resources, the mod Expanded Woodworking comes to mind https://steamcommunity.com/workshop/filedetails/?id=1082915328

Also a combination of Equipment Deterioration + MendAndRecycle mods add a new layer of realism.

https://steamcommunity.com/sharedfiles/filedetails/?id=1565674984
https://steamcommunity.com/sharedfiles/filedetails/?id=735241897

Also the mod No Water, No Life add thirst need and water to the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=1541840184

Another mod Survival Tools. Adds tools and in the settings you can set the Hardcore option that some work is impossible without the use of tools.
https://steamcommunity.com/sharedfiles/filedetails/?id=1566269698

Also, the Dubs Mint Minimap mod kills the Fog of War mod, as it shows the hostiles icons in the fogged zone.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Canute on September 26, 2019, 07:05:03 AM
1. Do you think you can beat Hardcore-SK modpack ?
https://github.com/skyarkhangel/Hardcore-SK

2. Don't forget to get permission from the other modauthor to add them to your modpack.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on September 26, 2019, 07:23:26 AM
1. Should I? Hardcore-SK is not what I am looking for and want that mod pack to be compared with. It may be harder to play, but too cluttered, unbalanced and unrealistic. I don't like how it looks also.
2. I don't like how you post that. Do I really need to ask for permission? Well, if there is something about that in licenses or on mod pages, then for sure but if not (like most of the mods on Steam)...
Quote from: Hjkma on September 26, 2019, 06:33:53 AM
Also, the Dubs Mint Minimap mod kills the Fog of War mod, as it shows the hostiles icons in the fogged zone.
That is true. Like Numbers gives you ability to check count and weapons, overlays shows hidden information. Do not know how to fix that. Probably, all will be on players choice, the same like with dev mod functions. Is it possible to switch off hostile markers in Dubs Mint Minimap?
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Hjkma on September 26, 2019, 07:39:48 AM
Quote from: Penchekrak on September 26, 2019, 07:23:26 AM
That is true. Like Numbers gives you ability to check count and weapons, overlays shows hidden information. Do not know how to fix that. Probably, all will be on players choice, the same like with dev mod functions. Is it possible to switch off hostile markers in Dubs Mint Minimap?
I'm talking with the author of the mod, he is now in the process of fixing the bug, if possible.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on September 26, 2019, 08:52:05 AM
Quote from: Hjkma on September 26, 2019, 07:39:48 AM
I'm talking with the author of the mod, he is now in the process of fixing the bug, if possible.
Thank you, Hjkma. I have checked Dubs Minimap mod and found several settings. Seems it is immersive to switch minimap in comms console mode. So minimap will be in game with Microelectronics research only. You will only know enemy positions, but no equipment. There is also no ability to shoot at them. That is fine, IMO for mid-late game.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Hjkma on September 26, 2019, 12:31:16 PM
Dubs Minimap is now fixed for Fog of war.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Canute on September 26, 2019, 02:09:01 PM
Since you just speak about Dubwise mods.
From Dubwise
Quote5.MODPACKS
You may add this MOD to any MODPACK, but if the MODPACK is public then you have to include the OWNER's name and a Link to this Page.
(optional) It is appreciated if you let the OWNER know that this MOD has been added to a MODPACK, but this is not required.
https://ludeon.com/forums/index.php?topic=29043.0
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: sidfu on September 29, 2019, 10:46:02 AM
Penchekrak

since u seem top be new and have no idea how mods here work
1. if u doing anything to  the mods included like fix compatibility and such u have to get permission from the mod author or check their permissions for use.
2. actually  grabbing random mods then putting on steam collection means its not technically a mod pack. yours would be a mod collection. there are thousands of similar already on steam
3. to be a real mod pack u need to fix compatibility issues. if u putting on steam u cant do that unless u making your own mod they would need to use after downloading all the mods.

just cause u see no red errors dont mean a mod is fine.
since u just grab a bunch of steam mods and doing a collection which is what it is. since u not ding any real changing to the mods u dont need to post it here. u can post it in general chat.

now im not putting down your effort. im just making things clear is all. im all for people putting up their mod collection if they want. u just need to understand what it actually is.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on September 29, 2019, 06:53:33 PM
sidfu, I don't want to look like an offencsive person, but you probably do not know how modding works (I don't think so) or try to confuse me in some way (do not know why).
1. I do not need any permission to make compatibility patches to any mod since they will be in another mods (simple xml patching, for example). Since no source code of original mod changed, no permission needed.
2. You didn't read the thread carefully, that is not politely. "Grabbing random mods"... That is not what I was talking about. That mods are not random, they are collected by one common idea and subject.
3. To be a real mod you actually can grab random mods and put them together. That is what mod pack is. Will it be a good pack, probably, no. Mod collection is actually a mod pack too.

Quote from: sidfu on September 29, 2019, 10:46:02 AM
just cause u see no red errors dont mean a mod is fine.
since u just grab a bunch of steam mods and doing a collection which is what it is. since u not ding any real changing to the mods u dont need to post it here. u can post it in general chat.

now im not putting down your effort. im just making things clear is all. im all for people putting up their mod collection if they want. u just need to understand what it actually is.
That is pretty unpolite too. Because it was stated in the first post:
Quote from: Penchekrak on September 26, 2019, 05:55:59 AM
The pack will be distributed off Steam with config and settings files. Probably, with self installing software for easier setup.
If you prefer collection over pack word. Well, let it be. It will be a mods collections (with common idea and subject) with patches (as separate mods) with setup configs (configured to balance mods), probably with software to setup all that easily. As for me I still consider that as a mod pack, since all of the above. Hope other people will support that project too, since that is actually changes core games mechanics and gameplay style a lot.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: sidfu on September 29, 2019, 07:06:15 PM
sigh nvm. i tried to give some advice and u pull the passive aggresive im the victem.

btw u cant  install  a exe thru steam workshop far as my knowge goes.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on September 30, 2019, 01:24:23 AM
Some one comes in your home, calls you dunno modder and label your work as "garbage". And now you call me an aggresive... Such kind "advices" are not welcome here. Have a good day sir.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Ramsis on September 30, 2019, 02:44:52 PM
I think both of you should take it easy; I'm reading both sides and seeing some passionate responses but head-butting from two people that seem more than capable of talking this out like adults. Cmon gentlefolks, lets solve this the right way.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: sidfu on October 01, 2019, 11:13:18 AM
dont worry ramsis i gave him my advice. thats all i came here for
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Penchekrak on October 20, 2019, 02:43:35 AM
The work on project is going on. To overcome some issues with mod pack installation, a new function to RimPy was added - mod pack creation and installation tool. You may check it here: https://ludeon.com/forums/index.php?topic=49371.msg465803;boardseen#new
You are able to install mod pack in one click and save your original modsconfig.xml untouched. Switch from modsconfig to modsconfig on the go.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: ruPal on February 11, 2020, 09:19:13 AM
For those who are interested, the project is still WIP. You may try a test build (v.1.0) here: https://steamcommunity.com/sharedfiles/filedetails/?id=1974926499
For easier installation I recommend to install Rimpy Mod Manager. The mod pack may be installed manually also but you will have to move config files manually. There are no DRM-free version of mod pack for now, since it is still a lot of work to be done.  Rimpy already has functions to create such modpacks so that is not a problem. That can be done in less than 5 minutes. But the real problem is reduce CPU and GC pressure, add new compatible mods and test all of that stuff. Takes a lot of time.

Mod pack do not add a lot of basic resources, actually only coal. But it overhauls a lot of base gameplay mechanics, so may be too hardcore for newcomers. You will have to find new ways to survive. If you find bugs or want to make suggestion, you may do that here but Steam is a more convenient way for me.

For now modpack contains over 170 mods and provide good performance on my PC for less than 15 pawns on speed 3 (stutter free, except combat scenarios). You cannot remove GC spikes you know, but I tried to remove most garbage heavy mods from mod pack. All of the mod are as vanilla art-style, there are exceptions in Combat Extended mechanoid weapons that I personally do not like. Things that may you scare are Fog of War, No raid alerts and No weapon looting. Second one is better balanced in v2 that is not released yet. So in this version you can use TACS to detect raid (with some false positives) - late game, in v2 loud speekers added in mid game that will notify about raids  but not enemy position, their strategy or hostiles count.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: RicRider on February 15, 2020, 11:20:50 AM
In my experience you're going to encounter a lot of entrenched resistance in the modding community in general; people have invested a lot of time into their hobby and some have even made Patreon bucks off it and believe they are breaking into programming and game development, so they become a bit aggressive whenever someone new appears on the scene. A lot of them don't understand that what they perceive as 'being helpful' is often really intimidating for people out there. It's like being checked by hall monitors as soon as you step into a building. Sadly, they don't see this a lot of the time even when pointed out. They don't understand how intimidating and aggressive they actually are for new modders who might feel like they are constantly being checked by other coders instead of interacting with their users. I was always of the thought that if you're a coder and you need help you'll go and ask for help. Otherwise you learn by trial and error through user feedback. In the modding community however it seems like there's a lot of people out there who believe they should be policing every project that comes along. I dunno how to fix this... maybe we should invent some holy water that we can throw at them so they run away?

I can tell you that as soon as I started posting on these forums, I instantly had my threads 'visited' by some of the people that visited your thread. It's the nature of the Internet; communities fill up with people who value their own online reputation above everything else in life, even at the expense of others; and we're left to sort through who's who and who's worth taking advice from.

Regardless, there's good people out there who will be happy to not just throw meaningless, negative advice designed to keep you cautious instead of adventurous at you on a forum, but actually give you ideas. I mean there's mods out there that virtually rip every asset off major franchises and people are not worried about 'copying' but oh my god you took code from another modder now bow down and submit to my DMCA takedown request. Arrogant and hubristic is what I call it.

/rant over

===

Have you thought of using mods like Dead's Dense Biomes so forests look like forests? These mods will also allow you to adjust the predator count on the maps so that they represent real life a bit more. I use this mod and checked data from wildlife sites to see what kind of animal population actually exists in these zones in real life and adjusted accordingly.

Also did you think of Realistic Darkness? I haven't played RimWorld for years without this one and I can't imagine otherwise.

How about Wild Cultivation? Combined with Seeds Please this is awesome as it lets you get a lot of the starting seeds from your biome and you can even travel to other biomes to get seeds.

How about some of the mods that make trading more realistic, like Tradeable Meals, Tradeable Stone Blocks, or even the additional trader mods like Let's Trade?

How about Locks, Trading Spot and Better Spots?

I've got lots of ideas for a modpack like this because essentially I've just been doing it myself since I played RimWorld - making it as realistic and like a survival game as much as possible.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: Canute on February 15, 2020, 11:43:19 AM
RicRider, you need to differ between Modpack and Mod collection.
Even when ruPal call it a Modpack, it is just a mod collection and for a collection he don't need any permission since he don't modify any of these mods.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: RicRider on February 15, 2020, 02:43:35 PM
Canute, if I'm ever looking for a PR person to fill in for my busy days I'll be sure to ask for your CV. Until then keep hustling.
Title: Re: [WIP] The Most Hardcore Mod Pack EVER
Post by: ruPal on February 18, 2020, 09:22:39 AM
Thank you, RicRider. I really appreciate your support. I know there are more good people than bad. Till I like modding this game I will keep going on that. I am doing that for myself at first point and if others like that stuff, well, that is even better  :). I understand that most people like casual gaming and hardcore changes may not be welcome. And that some modders may not like that stuff, that is not a big deal (till I don't use their mods, that is fine).

I have tried Dead's Dense Biomes but found that it overwrite defs, so may be incompatible with other mods that modifies biomes. But found another one that fits perfectly - Better Grassy Biomes, that uses patching and makes forests more natural.
Realistic Darkness good enough and I plan you use with some patching, don't like pink tint at the morning and at the evening.
Wild Cultivation is too OP for my taste. It gives you too many crops on the map, so you are able to plant mostly everything at the beginning. Balancing it will take more time, so for now it is out of scope.
SeedsPlease is already in with custom patches to other stuff.  ;)
Lets Trade has conflict with pack, so I use Metal Traders mod + Zoological Orbital Trader + Orbital Transponder + More Slaves + traders from bigger mods like TechSales, Rimatomics and other mods
Didn't look at Locks, Trading Spot and Better Spots, will try them.

The bad thing is perfromance, it is hard to add stuff and have good performance. I have doubts about Locks, but will try. For now I am at 210 mods and twice better performance than in version 1.0. I was able to spawn 25 pawns without FPS drop lower than 75 on speed 3. Of course all of that is conditional, but I was surpised. Dubs Performance Analyzer helped a lot. I recommend you to try it too.

P. S. Version 2.0 is coming. It must be better than 1.0.

Quote from: Canute on February 15, 2020, 11:43:19 AM
RicRider, you need to differ between Modpack and Mod collection.
Even when ruPal call it a Modpack, it is just a mod collection and for a collection he don't need any permission since he don't modify any of these mods.
I don't need permission since I use original mods distribution methods. I do not need to reupload mods anywhere since I use custom installation software that works with SteamWorkshop. If you think that if you "pack all stuff and move it on github" magically rename collection to pack... that is your choice. I am able to pack all that stuff into one pack in 5 minutes with the same software and install/uninstall it the same way, not a big deal. I test hard for compatibility, use patching and don't need to modify assemblies, use mods settings heavily and add mods perfromance wise. There are more than 20 patches for different mods. You may consider it as collection because it is well modular, actually that doesn't matter.

P. S. Maybe someday I will add support for HSK to Rimpy Mod Manager, so people can install it more easily next to other mods and switch from vanilla, other mod packs and HSK on the fly on one Rimwrold instance. Don't know why they haven't already done that.