jdblue
Chieftain
The new in-game mod system seems to be a boon, both in terms of ease of mod installation (no more download-then-unzip-then-drag-and-drop) and in terms of the ability for one-click mod removal. Also, I believe it will encourage more mod usage for the small minority who are mystified by the inner workings of the folder structures for any given OS or program. All of these are good things.
The best feature of the new mod system is also its greatest weakness: concurrent mod loading. The one-click ability to combine the works of two or more great mod authors (or teams) and further customize the game is a great boon to players who before now would have had to rely on mod alchemists to synthesize the combination they were looking for. The problem becomes apparent on first crash, however: there is nothing to prevent the user from loading two or more incompatible mods.
The ideal solution, in my mind, is to create a centralized index of mods that gives the user a basic idea of what should (and does) work together. It would hopefully also provide mod authors with some good feedback on compatibility. This index would be based on a few data sets, so as to provide a wide and solid base of information for the user to make informed choices. It could also potentially expose users to new mods they can use in combination with their old favorites, as well as provide recommendations on which mods synergize best and which combinations, while technically workable, should be avoided.
The first data set would be author-reported compatibility. That would make it easy to make sure mod representation on the index is fairly high. Many of the most popular mods are already have some author-reported compatibility in their threads and this is a good basis from which to begin.
The second data set would be from user-reported testing. I'm not 100% sure yet how to structure the data collection parameters here but user-reported data on mod compatibility would have to be more than just a PM saying "yo, this Procylon mod here doesn't work with Lainey's Gossip mod." At the very least, users would need to provide basic system information, a description of the incompatibility issues (does the game hang/crash out, do the two mods create unintended exploits, etc...), and version numbers (as well as names) of all mods involved in their report. This gives mod authors more data to work with if they want to resolve unexpected incompatibilities, allows the MCI editor(s) data needed to attempt to reproduce the error, and also allows for better comparison with other incompatibility issues. Also, I imagine this data set would not be treated with quite as much reverence as the author-reported compatibility.
The third data set would probably be based on mod dependencies. (I assume I'm using the right term here. If not, please correct me.) As I understand it, dependencies are created when a mod edits an existing file or creates a new one. Spatzimaus explains it better than I could. This data would be more difficult for me to collect, being a novice at modding and thus slower than others at figuring out where to look to find the information. However, this data is probably quite useful since, as I understand it, two mods that each change natural resources in game have to change the same extant .lua and would thus be incompatible. (Right?)
The fourth data set would be reviews of different mod combinations, perhaps called synergy reports. I think these data points would probably be (for the most part) rarer than the others, but it's certainly worthwhile information to have.
So that's my idea. It certainly has room for refinement, and I'm open to suggestions and stealing... er... borrowing good ideas anyone has for improvements. Please post constructive feedback below.
I'm also open to a few
volunteers. One who would like to assist me in drafting up a schema for the organization and visual layout of the index. (I'd like to publish the index within a forum thread, if at all possible.) Another individual or two who can help comb through mod threads and gather data, one who could gather mod dependency data, and finally once the index is up, any mod-happy players like myself who would want to occasionally play-test various combinations and report in their results.
The best feature of the new mod system is also its greatest weakness: concurrent mod loading. The one-click ability to combine the works of two or more great mod authors (or teams) and further customize the game is a great boon to players who before now would have had to rely on mod alchemists to synthesize the combination they were looking for. The problem becomes apparent on first crash, however: there is nothing to prevent the user from loading two or more incompatible mods.
The ideal solution, in my mind, is to create a centralized index of mods that gives the user a basic idea of what should (and does) work together. It would hopefully also provide mod authors with some good feedback on compatibility. This index would be based on a few data sets, so as to provide a wide and solid base of information for the user to make informed choices. It could also potentially expose users to new mods they can use in combination with their old favorites, as well as provide recommendations on which mods synergize best and which combinations, while technically workable, should be avoided.




So that's my idea. It certainly has room for refinement, and I'm open to suggestions and stealing... er... borrowing good ideas anyone has for improvements. Please post constructive feedback below.
I'm also open to a few
