Runia Posted November 16, 2017 Share Posted November 16, 2017 hey all, I typically run my SP games with 10 mods (S+, a few Eco, a couple utility mods) and I'm wondering how that compares to others. if you play with a lot of mods, how many exactly? how many mods do you think is too much? Link to comment Share on other sites More sharing options...
Olivar Posted November 16, 2017 Share Posted November 16, 2017 Had one mod running on The Lagoverse, but it broke our beetles, so we uninstalled it. Running vanilla now, mod wise. But we do have the no-collision configuration running and some other modifications. Link to comment Share on other sites More sharing options...
Volunteer Moderator GP Posted November 16, 2017 Volunteer Moderator Share Posted November 16, 2017 For single player i'd say it doesn't really matter how many Mods you are running. However, having said that, the more mods you run the more difficult troubleshooting is when you experience problems to try and identify the cause of it and what (if any) mods the problem relates to. If you are running a server (I know you said SP) like I do for public use then less Mods are better. I personally only have S+ on my server. Besides the troubleshooting issues I mentioned earlier, I think for public servers, the lower the number of mods the better because every time a Mod is updated it will prevent players joining the server if their client has updated but not the server. So the more mods the more likely the server owner has to keep restarting and updating the server. Link to comment Share on other sites More sharing options...
Olivar Posted November 16, 2017 Share Posted November 16, 2017 1 minute ago, GP said: For single player i'd say it doesn't really matter how many Mods you are running. However, having said that, the more mods you run the more difficult troubleshooting is when you experience problems to try and identify the cause of it and what (if any) mods the problem relates to. If you are running a server (I know you said SP) like I do for public use then less Mods are better. I personally only have S+ on my server. Besides the troubleshooting issues I mentioned earlier, I think for public servers, the lower the number of mods the better because every time a Mod is updated it will prevent players joining the server if their client has updated but not the server. So the more mods the more likely the server owner has to keep restarting and updating the server. Definitely true with less being better. I've seen mods on roleplay servers that were several GB in size, I kid you not. Took simply way too long to download those, making it pointless to even try to connect to these servers. Link to comment Share on other sites More sharing options...
TheLoneCowboy Posted November 16, 2017 Share Posted November 16, 2017 The PVE cluster I play on has 11 mods. Very stable, but as GP said, the more mods have you have the harder it becomes to locate a problem. 15+ mods are too much, IMO. Link to comment Share on other sites More sharing options...
TheLoneCowboy Posted November 16, 2017 Share Posted November 16, 2017 Please delete. Dup post Link to comment Share on other sites More sharing options...
IanHighlander Posted November 16, 2017 Share Posted November 16, 2017 We were running 17 mods on all five of our servers, but we've just removed raft pipes as S+ pipes work on rafts anyway and swapped out FogGTFO mod for Fisters All Fog Remover. Our current set of 16 mods in total now is: Pet Finder Builder's Improvements Castles, Keeps and Forts ARK Power Solutions Light Controller Medieval Props Metal Cages Mod Fisters All Fog Remover Bridge Classic Flyers Meat Dehydrator GlassMetal DA Mod Pack Roofing Plus Structures Plus (S+) eco's Garden Decor Link to comment Share on other sites More sharing options...
PuffyPony Posted November 17, 2017 Share Posted November 17, 2017 I play with all the Eco mods, S+, Platforms+, Reusable+ (and the SE variants), CKF, and like three creature mods (Deinosuchus, Deinonychus, and a Liopleurodon overhaul mod). So 12ish? Link to comment Share on other sites More sharing options...
Reidar Posted November 17, 2017 Share Posted November 17, 2017 18 mods and it's working great! Link to comment Share on other sites More sharing options...
Lewiatan Posted November 17, 2017 Share Posted November 17, 2017 19 mods. It takes 3 min 40 sec to load mods and join the server sadly. (HDD disk) Link to comment Share on other sites More sharing options...
Potatooo Posted November 18, 2017 Share Posted November 18, 2017 5 mods, quality of life mods - stacks, etc Link to comment Share on other sites More sharing options...
RoyHess666 Posted November 18, 2017 Share Posted November 18, 2017 Depending on the map: Swim Clear Mask (not on our SE server though) Reusable Equipment Ressource Stacks Upgrade Station Link to comment Share on other sites More sharing options...
Dazaroc Posted November 18, 2017 Share Posted November 18, 2017 2 mods. One that lets me play with 5x level dinos (since the Max Difficulty doesn't work at all) and S+, which I use for item transfer and the Demo Gun. It's pretty sad having to install a mod to play with Official Difficulty dinos, but that's what I have Link to comment Share on other sites More sharing options...
Kaprosuchus Posted November 18, 2017 Share Posted November 18, 2017 11 mods on our server and i would like to cut it down but since mods are handled democratically on our server i can't just wantonly remove them. the more non seekfree assets you load the worse it gets. Link to comment Share on other sites More sharing options...
Resen Posted November 29, 2017 Share Posted November 29, 2017 11mods on my server , Link to comment Share on other sites More sharing options...
Sphere Posted December 1, 2017 Share Posted December 1, 2017 0 so far. Making adjustments to some of the mods to make them balanced, since some of them come with outrageous features that take the game too far away from official, takes time. Link to comment Share on other sites More sharing options...
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