[announcement] || gdtpack || the first gdt modpack ||

Hello, people from the forums.

I am here to announce a recent project that I am to be working on later:

The very first mod-pack for Game Dev Tycoon, will be released soon. I am asking for some mod developers to give me permission to use their mod in the mod pack, but I’d like to know any compatability issues with other mods so I can try to find a workaround.

eg - two mods have the same research, I’d delete the research from one mod and keep it from the other.

I am also looking for people to help me get all of the code and put it together so it works as a modpack, instead of only some bits, eg only the topics from Dz’s mod, and the consoles from venemous’ mod.

Anyways, if you’re interested, reply! :grin:

you have my permission!

anything that isn’t compatable with any other mods, or?

well uh eh I dont know exactly but there might be some incompatibilities

You have my permission as well :slight_smile:

That’s basically changing the whole code. There’s no need to do that… also, as everyone knows we don’t’ want the Expansion Pack Mod to be compatible with Venomous’s mod so that means only one of the two can be in the modpack. I think Dzjengis will give you permission to use everything, but it’s all much easier to not change the code and choose what parts you want and what parts you don’t. To experience every mod in it’s own glory is what modpacks are about. It’s basically a lot of mods put together without changing the mods unless there are compatibility issues… modpacks are for the lazy people that still want to experience a lot of mods in it’s own glory. Therefore I don’t think it will be a good idea to just pick codes from mods and put it in a modpack, it’s not really a modpack anymore but just a mod where you basically ‘stole’ code from other mods and you get the actual ‘thank you’ for it while basically everyone else did something for it. A mod pack is a pack of mods, as it says. You can always change the code due to compatibility issues (except for the Expansion Pack Mod and Venomous’s Mod, there the compatibility issue HAS to be in it). Changing the code to make basically your own mod is therefore I think not a good idea. Put the mods together, solve compatibility issues (except for… you know the story) and ZIP the chaos. There’s the modpack, no need for making it a mod, it isn’t really a modpack anymore then, is it? :wink:

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Hi @apljee
Nice idea, but it has been discussed before…

Installing mods just isn’t that hard, and merging them is a really bad idea update wise…
Keeping this updated will be a nightmare…

Also As @LineLiar mentioned, taking pieces from every mod to create a new mod is actually the same as stealing to create a new mod.
(what I know you aren’t trying todo!)

As I said is therefore much better update wise… :wink:

Even that is overkill, installing mods isn’t that hard…
Plus that makes it harder for modders to know how many people donwload and use their mods!

I created a modmanager that allows users to donwload & install a mod with the click of a button…
But I haven’t released it for the same reason above… Because Modders put a lot of effort in their mods, and since most people don’t even say thanks you want to know how much people downloaded your mod.

Definitely true! :wink: This might be a better idea for when the modding community grows a bit more, like the modding community for Minecraft for example.