Dcs World Map Mods

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Meghan Beas

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Aug 3, 2024, 4:09:06 PM8/3/24
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Always best to look at your hard drive for mods left in places (if your me) or through your old Minecraft profiles (I know I still have many from when I was using mods around 1.10.2 before I upgraded my PC from my old one that wasn't doing it anymore so I moved them all elsewhere but I still have them).

I myself updated and modded the game often so I put multiple folders with the version number on it like 1.7.10 and put 1.7.10 mods inside it. Or moved a few of my .minecraft setups elsewhere (more so when doing 1.13 Rift and 1.14 Fabric snapshot modding to move it away from my 1.12.2 and below as it got crowded and I was testing things).

Otherwise if you don't have the mods your looking for check any old mods via here: to see if the download links work still on some of the old Minecraft forum threads or check some old modpacks even/some that revive an old version with common mods you'd expect through Technic or FTB or so if you don't have the mods your looking for but want to try them again. Depends on the version though, if your after Beta 1.7.3 then there is a community for it but the mods are very rare to find, if your after mods for 1.2.5 or 1.4.7 or 1.7.10 then you'll have more luck with modpacks that have them over websites that do. Even repost sites (not that I recommend them) have mods around the 1.4 and higher usually so it's not easy to find some mods unless the developer has them on their website or on an old Forum Thread.

I haven't used it for more than 5 years but I remember that Forge (1.6.2) would warn you if you opened a modded world without the mods it used, and would list the missing mods. Not sure if this means you need the same version of Forge that you used back then (the date the world was last played on can help determine what version it used), and this wouldn't work for non-Forge mods (or opening the world in vanilla, which has also only tracked the game version the world was last played in since 1.9).

Otherwise, it is possible to get some idea of what mods were used by using a tool like NBTExplorer to open the world; for example, this is the level.dat file from a world I played on using Forge mods (the first 3 "mods" are part of Forge itself); of course, this doesn't include my own non-Forge mods but I still have them as I made them myself (part of the reason why I've since abandoned Forge to solely rely on my own mods and not 3rd party mods, in addition to making it much easier to mod when I don't have to modify Forge-patched source to maintain compatibility, or make a second version for non-Forge so others can use them):

TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?

You could very well have SpongeAPI plugins that are multi-world aware and handle processing specific to designated worlds. The only difference is that SpongeAPI plugins cannot (yet) add new content like blocks/items/entities. That is the boundary of what is a SpongeAPI plugin and a Forge mod.

Ah, I may be misunderstanding or did not communicate what I was looking for clear enough. I do not need each world to be completely unaware of mods that other worlds have access to, only the appearance of it from the player perspective.

For example, say mod2 adds a new type of skeleton mob. Both world A and B know about the new mob, but I use a permission node to turn off spawning of that mob in world B. If mod4 added a milkshake item, both worlds know about the item, an admin could spawn it in either world, but the recipe is disabled in world A. These changes give the appearance to normal players that the two worlds are different, even though they load the same mods.

Ah, I may be misunderstanding or did not communicate what I was looking for clear enough. I do not need each world to not be completely unaware of mods that other worlds have access to, only the appearance of it from the player perspective.

If it could work in a non-hackey way it would be quite amazing. I do agree that bungeecord will most likely be the solution to mods though. So I wonder if there is a better way to create a perworldplugins style sponge mod to strictly add restriction to certain mods in worlds. To help manage things such as no mmo rankings in a minigame, ex, from bukkit preventing mcmmo from being used in survivalgames.

That plugin looks like it does what I was thinking about based on the info on the page linked. I am not looking for a way for vanilla clients to connect to a modded server. I will be maintaining a large modpack for the clients connecting. My intent is that users will need all of the mods to play on the server.

Overall it was intended as a light weight alternative to RealismOverhaul and RP-1. My goal was to support as many KSP mods as it can but avoid 'bespoke' hard-coded solutions as much as possible. Support patches are normally pretty simple and usually designed to make the mod work with as little change as possible.

I'm still working on it and am happy to add support for mods if folks are interested. And of course if you wanted to take a crack at adding ISRU support (or anything else you wanted to add), that would be fantastic.

I was a bit worried about the RP-1 tree. I was thinking about a mod so one can choose to start at a later date (2010 for example), if that is at all technically possible. But that does not actually need to conflict with RP-1. (I would not want to simply start with all the tech available, one would have to buy the rights of some instead of researching it for example.)

As for the ISRU, I wrote some patches 2 years ago and Kerbalism adds some interesting stuff as well. The most difficult part here is getting the right numbers, chemistry is not my strongest point.

I think the main problem for me will be Real Fuels, or rather other mods with their own fuel system. So far I've replaced the stock fuels in Mark4 and US2 with Kerosene, Hydrazine and LqdOxygen, I can probably add a few other fuels like MMH and NTO, but it does not seem possible/feasible to add all the different fuels and combinations that the Real Fuels engines need.

Where ISRU is concerned, I don't have the knowledge of, and don't care to make the distinctions of converter types (Sabatier, "metal fuel cooking" etc) and I don't interfere with MKS resource chains except that I replace the Dirt resource with Rock, but I provide for scanning, drilling, scooping (not just crustal), storing and processing of nearly every resource relevant to several of the most popular part and gameplay mods hopefully outside of RO: (Near Future and Far Future; TAC LS; Kerbalism; EL; and some of USI) and relevant to new use cases created by Rational Resources.

There is even an orbital experiment for detecting the resource classification (powered by a template system) of each star and planet you visit, and knowing the classification gives some insight into what resources to expect before you send your SCANsat probes.

For base-building, try WBI Pathfinder which features inflatable and KIS-powered base pieces (some incredibly large and costly, but all are feature-filled) and wireless logistics with finer control than USI or Simple Logistics. However, it support for life support mods other than Snacks! is up for debate, especially with Snacks! evolving into its own LS + habitation system: Snacks! + Air! + Stress!). Pathfinder may not get along well with Kerbalism so do try it out at least and give feedback.

And try out the OPT suite (Continued + Legacy + Reconfig) instead of Mark IV. OPT is (hopefully) very ready for use in real scale and provides many sci-fi and VTOL engines for spaceplanes. OPT is very compatible with Kerbalism.

@JadeOfMaar I had a quick look Rational Resources before, I guess I became allergic even to the name Liquidfuel so I moved on. But if it's just a name I could easily patch it. I'll have another more in depth look later today. I'll also have another look at your other suggestions (I tried Pathfinder a few years ago when every base mod made KSP explode).

I can totally relate. I was there. For a time, while helping Angel-125 develop his Classic Stock resource system, I saw the opportunity to replace LiquidFuel with RHK-1 (inspired by RP-1 fuel) where appropriate, while other engines would be changed to Propellium (Hydrogen equivalent) and Raptium (refined natural gas, Methane equivalent). It's really aggravating that LF is so highly abstracted and used both in heavy hydrocarbon engines and in hydrogen engines like the stock NERVA. To counter this, even today, is why I encourage hydrolox rocketry, nerf Ore's presence, and hype up Hydrates ISRU.

@Pehvbot Do you know anything about Real Fuels tank types not showing in tanks, except for procedural tanks (in career and sandbox, so no tech tree issue)? Is this something LRTR removes, or should I look elsewhere? EDIT: I asked in the RO discord and it's probably something added by RO. I will try to write a config for LRTR when I have time. (At least RP-1 contracts included with LRTR assume you can set the tank types to sounding payload, so LRTR does need this I think.)

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